diff --git a/imgui.cpp b/imgui.cpp index d04aec343..ca39168be 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8053,14 +8053,15 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI { ImGuiContext& g = *GImGui; if ((flags & ImGuiInputFlags_RouteMask_) == 0) - flags = ImGuiInputFlags_RouteGlobalHigh; // This is the default for SetShortcutRouting() but NOT Shortcut() which doesn't touch routing by default! + flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used - IM_ASSERT(owner_id != ImGuiKeyOwner_None); if (flags & ImGuiInputFlags_RouteUnlessBgFocused) if (g.NavWindow == NULL) return false; + if (flags & ImGuiInputFlags_RouteAlways) + return true; // Current score encoding (lower is highest priority): // - 0: ImGuiInputFlags_RouteGlobalHigh @@ -8615,10 +8616,11 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags { ImGuiContext& g = *GImGui; - // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. - if (flags & (ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused)) - if (!SetShortcutRouting(key_chord, owner_id, flags, g.CurrentWindow)) - return false; + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + if (!SetShortcutRouting(key_chord, owner_id, flags, g.CurrentWindow)) + return false; ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); diff --git a/imgui_internal.h b/imgui_internal.h index 47a7b76e1..8fc5cc289 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1337,25 +1337,28 @@ enum ImGuiInputFlags_ ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will requires EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will requires EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when key is released or at end of frame is not down. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. - // Routing policies for Shortcut(), SetShortcutRouting() - // - When a policy is set, Shortcut() will register itself with SetShortcutRouting(), + // Routing policies for Shortcut() + low-level SetShortcutRouting() + // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. + // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), // allowing the system to decide where to route the input among other route-aware calls. - // The general idea is that several callers register a shortcut, and only one gets it. - // - Routing is NOT registered by default, meaning that a simple Shortcut() call - // will see all inputs, won't have any side-effect and won't interfere with other inputs. - // - Priorities (highest-to-lowest): GlobalHigh > Focused (when active item) > Global > Focused (when focused window) > GlobalLow. + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll + // will register a route and only succeed when parent window is in the focus stack and if no-one + // with a higher priority is claiming the shortcut. + // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. // - Can select only 1 policy among all available. - ImGuiInputFlags_RouteNone = 0, // Do not register route (provided for completeness but technically zero-value) - ImGuiInputFlags_RouteFocused = 1 << 8, // Register route if focused: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) - ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, - ImGuiInputFlags_RouteUnlessBgFocused= 1 << 12, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. + ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, // [Internal] Mask of which function support which flags ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, - ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, };