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- and ImGuiInputFlags_RouteUnlessBgFocused - will be useful for blind menu handlers.
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50
imgui.cpp
50
imgui.cpp
@ -8052,11 +8052,24 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
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bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags, ImGuiWindow* location)
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{
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ImGuiContext& g = *GImGui;
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if ((flags & ImGuiInputFlags_RouteMask_) == 0)
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flags = ImGuiInputFlags_RouteGlobalHigh; // This is the default for SetShortcutRouting() but NOT Shortcut() which doesn't touch routing by default!
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else
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IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
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IM_ASSERT(owner_id != ImGuiKeyOwner_None);
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// Calculate our score
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if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
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if (g.NavWindow == NULL)
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return false;
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// Current score encoding (lower is highest priority):
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// - 0: ImGuiInputFlags_RouteGlobalHigh
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// - 1: ImGuiInputFlags_RouteFocused (if item active)
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// - 2: ImGuiInputFlags_RouteGlobal
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// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
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// - 254: ImGuiInputFlags_RouteGlobalLow
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// - 255: none
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int score = 255;
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bool always_set_next_route = false;
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if (flags & ImGuiInputFlags_RouteFocused)
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{
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if (location == NULL)
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@ -8065,44 +8078,48 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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if (g.ActiveId != 0 && g.ActiveId == owner_id)
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{
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// ActiveID gets top priority (0)
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// ActiveID gets top priority
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// (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
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score = 0;
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score = 1;
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}
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else if (focused != NULL && focused->RootWindow == location->RootWindow) // Early out
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{
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// Score based on distance to focused window (lower is better)
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// Assuming both windows are submitting a routing request,
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// - When WindowA...... is focused -> WindowA scores 1 (best), WindowA/ChildB scores 255 (no match)
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// - When Window/ChildB is focused -> WindowA scores 2, WindowA/ChildB scores 1 (best)
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// - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
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// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
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// Assuming only WindowA is submitting a routing request,
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// - When Window/ChildB is focused -> WindowA scores 2 (best), WindowA/ChildB doesn't have a scoe.
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for (int next_score = 1; focused != NULL; next_score++)
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// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
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for (int next_score = 3; focused != NULL; next_score++)
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{
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if (focused == location)
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{
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IM_ASSERT(next_score < 255);
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score = (ImU8)next_score;
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break;
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}
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focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
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}
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}
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if (score == 255)
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return false;
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}
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else
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{
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score = 0;
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always_set_next_route = true;
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if (flags & ImGuiInputFlags_RouteGlobal)
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score = 2;
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else if (flags & ImGuiInputFlags_RouteGlobalLow)
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score = 254;
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else // ImGuiInputFlags_RouteGlobalHigh is default, so call to SetShorcutRouting() without no flags are not conditional
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score = 0;
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}
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if (score == 255)
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return false;
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// Submit routing for NEXT frame (assuming score is sufficient)
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// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
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ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
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const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); // FIXME: Location
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//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
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if (score < routing_data->RoutingNextScore || always_set_next_route)
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if (score < routing_data->RoutingNextScore)
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{
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routing_data->RoutingNext = routing_id;
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routing_data->RoutingNextScore = (ImU8)score;
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@ -8598,8 +8615,9 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
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{
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ImGuiContext& g = *GImGui;
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if (flags & ImGuiInputFlags_RouteFocused)
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if (!SetShortcutRouting(key_chord, owner_id, ImGuiInputFlags_RouteFocused, g.CurrentWindow))
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// When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
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if (flags & (ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused))
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if (!SetShortcutRouting(key_chord, owner_id, flags, g.CurrentWindow))
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return false;
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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@ -1337,13 +1337,25 @@ enum ImGuiInputFlags_
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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.
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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.
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// Flags for Shortcut(), SetShortcutRouting()
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// When Focus Routing is enabled, function will call SetShortcutRouting(): Accept inputs if currently in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
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ImGuiInputFlags_RouteFocused = 1 << 8, // Enable focus routing
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// Routing policies for Shortcut(), SetShortcutRouting()
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// - When a policy is set, Shortcut() will register itself with SetShortcutRouting(),
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// allowing the system to decide where to route the input among other route-aware calls.
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// The general idea is that several callers register a shortcut, and only one gets it.
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// - Routing is NOT registered by default, meaning that a simple Shortcut() call
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// will see all inputs, won't have any side-effect and won't interfere with other inputs.
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// - Priorities (highest-to-lowest): GlobalHigh > Focused (when active item) > Global > Focused (when focused window) > GlobalLow.
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// - Can select only 1 policy among all available.
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ImGuiInputFlags_RouteNone = 0, // Do not register route (provided for completeness but technically zero-value)
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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.
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ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
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ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
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ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
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ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh,
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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.
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// [Internal] Mask of which function support which flags
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ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteFocused,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused,
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ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
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ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
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};
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@ -4290,7 +4290,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
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const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
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// Using Shortcut() with ImGuiInputFlags_FocusRouting flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
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// Using Shortcut() with ImGuiInputFlags_RouteFocused flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
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// Otherwise we could simply assume that we own the keys as we are active.
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const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat;
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const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
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