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@ -8053,14 +8053,15 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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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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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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IM_ASSERT(owner_id != ImGuiKeyOwner_None);
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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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if (flags & ImGuiInputFlags_RouteAlways)
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return true;
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// Current score encoding (lower is highest priority):
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// - 0: ImGuiInputFlags_RouteGlobalHigh
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@ -8616,7 +8617,8 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
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ImGuiContext& g = *GImGui;
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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 ((flags & ImGuiInputFlags_RouteMask_) == 0)
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flags |= ImGuiInputFlags_RouteFocused;
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if (!SetShortcutRouting(key_chord, owner_id, flags, g.CurrentWindow))
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return false;
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@ -1337,25 +1337,28 @@ 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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// Routing policies for Shortcut(), SetShortcutRouting()
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// - When a policy is set, Shortcut() will register itself with SetShortcutRouting(),
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// Routing policies for Shortcut() + low-level SetShortcutRouting()
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// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
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// - When a policy (other than _RouteAlways) 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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// - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
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// will register a route and only succeed when parent window is in the focus stack and if no-one
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// with a higher priority is claiming the shortcut.
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// - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
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// - Priorities: GlobalHigh > Focused (when owner is 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_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.
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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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ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
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ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly.
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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.
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ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
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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_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
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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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