From 80d5cb1ab1fd0cf68ffced2fd67c998e350947d2 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 16 Jan 2024 16:25:02 +0100 Subject: [PATCH] Comments around ImGuiInputFlags. --- imgui.cpp | 1 + imgui_internal.h | 46 ++++++++++++++++++++++++++++------------------ 2 files changed, 29 insertions(+), 18 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 958db490..37182fc7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8400,6 +8400,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI if (flags & ImGuiInputFlags_RouteUnlessBgFocused) if (g.NavWindow == NULL) return false; + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? if (flags & ImGuiInputFlags_RouteAlways) { diff --git a/imgui_internal.h b/imgui_internal.h index 94272e97..cf7612e5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1403,17 +1403,19 @@ struct ImGuiKeyOwnerData }; // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() -// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) enum ImGuiInputFlags_ { // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() ImGuiInputFlags_None = 0, - ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + + // Repeat mode + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster - // Specify when repeating key pressed can be interrupted. + // Repeat mode: Specify when repeating key pressed can be interrupted. // In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) @@ -1424,38 +1426,46 @@ enum ImGuiInputFlags_ ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both) ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both) ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, - ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, // Flags for SetKeyOwner(), SetItemKeyOwner() - ImGuiInputFlags_LockThisFrame = 1 << 10, // Access to key data will require 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 << 11, // Access 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. This is useful to make input-owner-aware code steal keys from non-input-owner-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. + 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. + 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. // 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(), + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 does it calls before Parent results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'. + // - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), // allowing the system to decide where to route the input among other route-aware calls. - // - 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. + // (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)). + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call 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 same shortcut. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute(). // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. // - Can select only 1 policy among all available. - ImGuiInputFlags_RouteFocused = 1 << 12, // (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 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. - ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). - ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // 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, // _Always not part of this! + ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus 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 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this). + ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overiden by this) ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly. + // Routing polices: extra options ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // 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_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, - ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, };