Egui::InputState
Inherits Reference < Object
Constructors
Derive this frame's input from RawInput carried over the previous
frame's InputState (upstream PointerState persistence): pointer
position and button state survive frames without move/press events.
Without this, hover/active flicker on eventless frames.
Instance methods
egui InputState::aim_radius — how coarse the pointer aims (in
points); sliders pass ± this around the pointer position to
smart_aim. Upstream uses the physical pixel size; we use 2 points.
egui InputState::consume_key: a widget claims a pressed key;
subsequent widgets (and navigation) no longer see it.
Keyboard: currently-held keys, this frame's press/release sets,
keys already eaten by a widget (consume_key), concatenated text
input, and the last-seen modifier state (egui InputState).
Secondary (right) button held state — the Paint-canvas idiom of drawing with the background color needs drag + release, not just the press event (which is all #secondary_pressed? carries).
Secondary (right) button: a press this frame and where it landed — enough to open context menus on press without plumbing the full per-button pointer state.
Text-input filter (upstream filters_out_shortcuts): only real
shortcut modifiers — Ctrl / Cmd — drop typed characters. Shift is
how capitals are typed and must pass through (Shift held while
the letter arrives must NOT eat it), and Ctrl+Alt together is
Windows' AltGr, which also produces real characters.