GetKeyOwner

EXPERIMENTAL LowLevel: Key/Input Ownership The idea is that instead of "eating" a given input, we can link to an owner id. Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== 1) or a custom ID. Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). Input ownership is automatically released on the frame after a key is released. Therefore: for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.

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ImGuiID
GetKeyOwner
(
ImGuiKey key
)

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