Lines Matching refs:ActiveId
2634 g.ActiveIdIsJustActivated = (g.ActiveId != id);
2646 g.ActiveId = id;
2704 if (g.ActiveId == id)
2713 // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
2715 IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
2819 // - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
2843 if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
2871 if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
2889 if (id == 0 || id != g.ActiveId)
2906 if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
3087 // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
3089 // This is because we want ActiveId to be set even when the window is not permitted to move.
3111 // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
3112 KeepAliveID(g.ActiveId);
3133 // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
3134 if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
3136 KeepAliveID(g.ActiveId);
3148 if (g.ActiveId != 0 || g.HoveredId != 0)
3349 g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
3432 if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
3438 if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
3442 if (g.HoveredId && g.ActiveId != g.HoveredId)
3447 if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
3449 if (g.ActiveId)
3452 g.ActiveIdPreviousFrame = g.ActiveId;
3458 if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
3502 if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
4209 if (g.ActiveId)
4212 return g.ActiveId == window->DC.LastItemId;
4220 if (g.ActiveId)
4223 if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
4233 return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
4239 return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited));
4266 return g.ActiveId != 0;
4293 if (g.ActiveId == g.CurrentWindow->DC.LastItemId)
4366 SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
5423 if (g.ActiveId == move_id)
5602 if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
5981 if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
6593 // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
6596 if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
6597 window->DC.LastItemId = g.ActiveId;
7668 if (g.ActiveId != 0)
7711 if (g.ActiveId == 0 && activate_pressed)
7713 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
7715 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
7717 if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
7732 const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
8047 if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
8217 IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index));
8502 if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case
8522 if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window))
8532 if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
8539 if (g.ActiveId != source_id)
9476 ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);