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Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456)
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80d5cb1ab1
commit
5fdcdf7080
48
imgui.cpp
48
imgui.cpp
@ -3596,6 +3596,14 @@ void ImGui::Initialize()
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g.Viewports.push_back(viewport);
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g.TempBuffer.resize(1024 * 3 + 1, 0);
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// Build KeysMayBeCharInput[] lookup table (1 bool per named key)
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
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|| key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
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|| key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
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|| key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
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g.KeysMayBeCharInput.SetBit(key);
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#ifdef IMGUI_HAS_DOCK
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#endif
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@ -8308,13 +8316,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
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ImGuiContext& g = *GImGui;
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ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
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ImGuiKeyRoutingData* routing_data;
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if (key_chord & ImGuiMod_Shortcut)
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key_chord = ConvertShortcutMod(key_chord);
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
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if (key == ImGuiKey_None)
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key = ConvertSingleModFlagToKey(&g, mods);
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IM_ASSERT(IsNamedKey(key));
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IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function.
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// Get (in the majority of case, the linked list will have one element so this should be 2 reads.
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// Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
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@ -8378,6 +8384,24 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
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return 0;
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}
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// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
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// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
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static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
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{
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// Mimic 'ignore_char_inputs' logic in InputText()
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ImGuiContext& g = *GImGui;
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// When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
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ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
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const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super));
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if (ignore_char_inputs)
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return false;
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// Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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return g.KeysMayBeCharInput.TestBit(key);
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}
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// Request a desired route for an input chord (key + mods).
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// Return true if the route is available this frame.
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// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
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@ -8392,9 +8416,11 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
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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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if (key_chord & ImGuiMod_Shortcut)
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key_chord = ConvertShortcutMod(key_chord);
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// [DEBUG] Debug break requested by user
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if (g.DebugBreakInShortcutRouting != 0 && g.DebugBreakInShortcutRouting == ConvertShortcutMod(key_chord))
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if (g.DebugBreakInShortcutRouting == key_chord)
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IM_DEBUG_BREAK();
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if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
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@ -8408,6 +8434,18 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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return true;
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}
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// Specific culling for shortcuts with no modifiers when there's an active id.
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// e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
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// but Shortcut(Ctrl+G) should generally trigger when InputText() is active.
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// TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
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// (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
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if ((flags & ImGuiInputFlags_RouteFocused) && (g.ActiveId != 0 && g.ActiveId != owner_id))
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if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
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{
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IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags);
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return false;
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}
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const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
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IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
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if (score == 255)
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@ -8435,6 +8473,8 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
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{
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const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
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if (key_chord & ImGuiMod_Shortcut)
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key_chord = ConvertShortcutMod(key_chord);
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ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
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return routing_data->RoutingCurr == routing_id;
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}
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2
imgui.h
2
imgui.h
@ -24,7 +24,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.90.2 WIP"
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#define IMGUI_VERSION_NUM 19012
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#define IMGUI_VERSION_NUM 19013
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#define IMGUI_HAS_TABLE
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/*
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@ -1974,6 +1974,7 @@ struct ImGuiContext
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double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)
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double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
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double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
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ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes
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ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
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ImGuiKeyRoutingTable KeysRoutingTable;
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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