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Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut

InputText: no need to call SetShortcutRouting() directly.
Tangential to experiments for #7237
This commit is contained in:
ocornut 2024-01-19 15:52:11 +01:00
parent 5ddfbb80d8
commit 1844f903d5
3 changed files with 22 additions and 11 deletions

View File

@ -8445,6 +8445,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
return false;
}
// FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible.
const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
if (score == 255)
@ -11825,10 +11826,10 @@ static void ImGui::NavUpdate()
g.NavActivateFlags = ImGuiActivateFlags_None;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_KeypadEnter))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, false) || IsKeyPressed(ImGuiKey_KeypadEnter, false))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)));
const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None));
const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)));
if (g.ActiveId == 0 && activate_pressed)
{
g.NavActivateId = g.NavId;
@ -15304,6 +15305,7 @@ void ImGui::DebugLocateItem(ImGuiID target_id)
g.DebugBreakInLocateId = false;
}
// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow.
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
{
if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))

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@ -24,7 +24,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.2 WIP"
#define IMGUI_VERSION_NUM 19013
#define IMGUI_VERSION_NUM 19014
#define IMGUI_HAS_TABLE
/*

View File

@ -4251,6 +4251,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
SetKeyOwner(ImGuiKey_Enter, id);
SetKeyOwner(ImGuiKey_KeypadEnter, id);
SetKeyOwner(ImGuiKey_Home, id);
SetKeyOwner(ImGuiKey_End, id);
if (is_multiline)
@ -4260,8 +4262,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
if (is_osx)
SetKeyOwner(ImGuiMod_Alt, id);
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
SetShortcutRouting(ImGuiKey_Tab, id);
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
@ -4390,11 +4390,20 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat) && !is_readonly)
if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly)
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat))
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
}
// FIXME: Implement Shift+Tab
/*
if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat))
{
}
*/
}
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)