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Shortcuts: rename ImGuiInputFlags_RouteGlobalHighest to ImGuiInputFlags_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456)
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@ -82,13 +82,13 @@ Other changes:
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- ImGuiInputFlags_RouteFocused: focus stack route (default)
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- ImGuiInputFlags_RouteFocused: focus stack route (default)
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- ImGuiInputFlags_RouteActive: only route to active item
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- ImGuiInputFlags_RouteActive: only route to active item
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- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
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- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
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- ImGuiInputFlags_RouteGlobalOverFocused
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- ImGuiInputFlags_RouteGlobalHighest
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- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
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- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
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- Added other shortcut/routing options: (#456, #2637)
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- Added other shortcut/routing options: (#456, #2637)
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- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
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- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
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input functions (which are still internal for now).
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input functions (which are still internal for now).
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- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
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- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
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- ImGuiInputFlags_RouteGlobalOverFocused
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- ImGuiInputFlags_RouteGlobalOverActive
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- ImGuiInputFlags_RouteUnlessBgFocused
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- ImGuiInputFlags_RouteUnlessBgFocused
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- ImGuiInputFlags_RouteFromRootWindow
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- ImGuiInputFlags_RouteFromRootWindow
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- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
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- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
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13
imgui.cpp
13
imgui.cpp
@ -8604,7 +8604,7 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
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}
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}
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// Current score encoding (lower is highest priority):
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// Current score encoding (lower is highest priority):
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// - 0: ImGuiInputFlags_RouteGlobalHighest
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// - 0: ImGuiInputFlags_RouteGlobalOverActive
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// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
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// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
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// - 2: ImGuiInputFlags_RouteGlobalOverFocused
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// - 2: ImGuiInputFlags_RouteGlobalOverFocused
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// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
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// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
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@ -8646,8 +8646,9 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
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return 2;
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return 2;
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if (flags & ImGuiInputFlags_RouteGlobal)
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if (flags & ImGuiInputFlags_RouteGlobal)
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return 254;
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return 254;
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if (flags & ImGuiInputFlags_RouteGlobalOverActive)
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// ImGuiInputFlags_RouteGlobalHighest is default, so calls without flags are not conditional
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return 0;
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IM_ASSERT(0);
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return 0;
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return 0;
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}
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}
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@ -8677,6 +8678,8 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
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bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
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bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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if (flags & (ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobalOverActive))
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flags |= ImGuiInputFlags_RouteGlobal;
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IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
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IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
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IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
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IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
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@ -8716,7 +8719,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
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return false;
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return false;
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// ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
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// ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
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if ((flags & ImGuiInputFlags_RouteGlobalHighest) == 0 && g.ActiveIdUsingAllKeyboardKeys)
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if ((flags & ImGuiInputFlags_RouteGlobalOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys)
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{
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{
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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if (key == ImGuiKey_None)
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if (key == ImGuiKey_None)
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@ -12870,7 +12873,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
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g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
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g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
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g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
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// Manually register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHighest in the Shortcut() calls instead would probably be correct but may have more side-effects.
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// Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects.
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if (keyboard_next_window || keyboard_prev_window)
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if (keyboard_next_window || keyboard_prev_window)
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SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
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SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
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}
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}
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21
imgui.h
21
imgui.h
@ -1482,19 +1482,20 @@ enum ImGuiInputFlags_
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ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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// Flags for Shortcut(), SetNextItemShortcut()
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// Flags for Shortcut(), SetNextItemShortcut()
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// - Routing policies: RouteGlobalOverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobalOverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
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// - Default policy is RouteFocused. Can select only 1 policy among all available.
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// - Default policy is RouteFocused. Can select only 1 policy among all available.
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// - Priorities: RouteGlobalHighest >> RouteActiveItem or RouteFocused (if owner is active item) >> RouteGlobalOverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
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ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
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ImGuiInputFlags_RouteFocused = 1 << 12, // Focus stack route (default): Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
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ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
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ImGuiInputFlags_RouteActive = 1 << 13, // Route to active item only.
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ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
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ImGuiInputFlags_RouteGlobal = 1 << 14, // Global route (normal priority): unless a focused window or active item registered the route) -> recommended Global priority.
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ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
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ImGuiInputFlags_RouteGlobalOverFocused = 1 << 15, // Global route (higher priority): unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this.
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// - Routing options
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ImGuiInputFlags_RouteGlobalHighest = 1 << 16, // Global route (highest priority): unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
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ImGuiInputFlags_RouteGlobalOverFocused = 1 << 14, // Option: global route, higher priority than focused route (unless active item in focused route). automatically sets ImGuiInputFlags_RouteGlobal.
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ImGuiInputFlags_RouteAlways = 1 << 17, // Do not register route, poll keys directly.
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ImGuiInputFlags_RouteGlobalOverActive = 1 << 15, // Option: global route, higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. Automatically sets ImGuiInputFlags_RouteGlobal.
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ImGuiInputFlags_RouteUnlessBgFocused = 1 << 18, // Option: global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
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ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
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ImGuiInputFlags_RouteFromRootWindow = 1 << 19, // Option: route evaluated from the point of view of root window rather than current window.
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ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
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// Flags for SetNextItemShortcut()
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// Flags for SetNextItemShortcut()
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ImGuiInputFlags_Tooltip = 1 << 20, // Automatically display a tooltip when hovering item.
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ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item.
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};
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};
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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@ -6279,17 +6279,21 @@ static void ShowDemoWindowInputs()
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IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts");
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IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts");
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if (ImGui::TreeNode("Shortcuts"))
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if (ImGui::TreeNode("Shortcuts"))
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{
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{
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static ImGuiInputFlags other_flags = ImGuiInputFlags_Repeat;
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static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat;
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static ImGuiInputFlags routing_flags = ImGuiInputFlags_RouteFocused;
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static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused;
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ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &other_flags, ImGuiInputFlags_Repeat);
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ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat);
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ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &routing_flags, ImGuiInputFlags_RouteFocused);
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ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive);
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ImGui::RadioButton("ImGuiInputFlags_RouteActive", &routing_flags, ImGuiInputFlags_RouteActive);
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ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused);
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ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &routing_flags, ImGuiInputFlags_RouteAlways);
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ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal);
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ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &routing_flags, ImGuiInputFlags_RouteGlobal);
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ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways);
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ImGui::RadioButton("ImGuiInputFlags_RouteGlobalOverFocused", &routing_flags, ImGuiInputFlags_RouteGlobalOverFocused);
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ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal);
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ImGui::RadioButton("ImGuiInputFlags_RouteGlobalHighest", &routing_flags, ImGuiInputFlags_RouteGlobalHighest);
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ImGui::CheckboxFlags("ImGuiInputFlags_RouteGlobalOverFocused", &route_options, ImGuiInputFlags_RouteGlobalOverFocused);
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ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &other_flags, ImGuiInputFlags_RouteUnlessBgFocused);
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ImGui::CheckboxFlags("ImGuiInputFlags_RouteGlobalOverActive", &route_options, ImGuiInputFlags_RouteGlobalOverActive);
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const ImGuiInputFlags flags = other_flags | routing_flags; // Merged flags
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ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused);
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ImGui::EndDisabled();
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ImGuiInputFlags flags = route_type | route_options; // Merged flags
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if (route_type != ImGuiInputFlags_RouteGlobal)
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route_options &= ~(ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobalOverActive);
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ImGui::SeparatorText("Using SetNextItemShortcut()");
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ImGui::SeparatorText("Using SetNextItemShortcut()");
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ImGui::Text("Ctrl+S");
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ImGui::Text("Ctrl+S");
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@ -1461,24 +1461,23 @@ enum ImGuiInputFlagsPrivate_
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ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
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ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
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ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
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ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
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// Flags for SetItemKeyOwner()
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// - Condition
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ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
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ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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// Flags for SetKeyOwner(), SetItemKeyOwner()
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// Flags for SetKeyOwner(), SetItemKeyOwner()
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// - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
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// - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
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ImGuiInputFlags_LockThisFrame = 1 << 10, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
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ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
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ImGuiInputFlags_LockUntilRelease = 1 << 11, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
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ImGuiInputFlags_LockUntilRelease = 1 << 21, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
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// - Condition for SetItemKeyOwner()
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ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both)
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ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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// [Internal] Mask of which function support which flags
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// [Internal] Mask of which function support which flags
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ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
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ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
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ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
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ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
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ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalHighest | ImGuiInputFlags_RouteAlways,
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ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways,
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ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
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ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobalOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
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ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
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ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
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ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
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ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,
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