Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups).
A large portion of work on automation systems, regression tests and other features are currently unpublished.
Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a large portion of work on automation systems, regression tests and other features are currently unpublished).
Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com).
boolActiveIdHasBeenPressedBefore;// Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
boolActiveIdHasBeenEditedBefore;// Was the value associated to the widget Edited over the course of the Active state.
boolActiveIdHasBeenEditedThisFrame;
boolActiveIdUsingMouseWheel;// Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32ActiveIdUsingNavDirMask;// Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32ActiveIdUsingNavInputMask;// Active widget will want to read those nav inputs.
ImBitArrayForNamedKeysActiveIdUsingKeyInputMask;// Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
ImVec2ActiveIdClickOffset;// Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow*ActiveIdWindow;
ImGuiInputSourceActiveIdSource;// Activating with mouse or nav (gamepad/keyboard)
@ -1627,6 +1623,12 @@ struct ImGuiContext
ImGuiIDLastActiveId;// Store the last non-zero ActiveId, useful for animation.
floatLastActiveIdTimer;// Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
// Input Ownership
boolActiveIdUsingMouseWheel;// Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32ActiveIdUsingNavDirMask;// Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32ActiveIdUsingNavInputMask;// Active widget will want to read those nav inputs.
ImBitArrayForNamedKeysActiveIdUsingKeyInputMask;// Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.