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Revert most/part of "Shortcut: added Shortcut() function and ImGuiInputFlags in public API + Demo." (#456, #2637)
This reverts commit 0949acb6e6
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# Conflicts:
# imgui.h
This commit is contained in:
46
imgui.h
46
imgui.h
@ -23,7 +23,7 @@
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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 "1.89.2 WIP"
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#define IMGUI_VERSION_NUM 18917
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#define IMGUI_VERSION_NUM 18918
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#define IMGUI_HAS_TABLE
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/*
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@ -192,7 +192,6 @@ typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: f
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typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
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typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
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typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
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typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut() (+ upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() currently in imgui_internal.h)
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typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
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typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
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typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
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@ -896,21 +895,6 @@ namespace ImGui
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IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
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IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
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// Inputs Utilities: Shortcut testing (with Routing Resolution)
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// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super/ImGuiMod_Shortcut.
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// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
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// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
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// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
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// - The general idea of routing is that multiple locations may register interest in a shortcut,
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// and only one location will be granted access to the shortcut.
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// - The default routing policy (ImGuiInputFlags_RouteFocused) checks for current window being in
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// the focus stack, and route the shortcut to the deepest requesting window in the focus stack.
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// - Consider Shortcut() to be a widget: the calling location matters + it has side-effects as shortcut routes are
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// registered into the system (for it to be able to pick the best one). This is why this is not called 'IsShortcutPressed()'.
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// - If this is called for a specific widget, pass its ID as 'owner_id' in order for key ownership and routing priorities
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// to be honored (e.g. with default ImGuiInputFlags_RouteFocused, the highest priority is given to active item).
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IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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// Inputs Utilities: Mouse specific
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// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
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// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
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@ -1492,34 +1476,6 @@ enum ImGuiKey : int
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#endif
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};
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// Flags for Shortcut()
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// (+ for upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() that are currently in imgui_internal.h)
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enum ImGuiInputFlags_
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{
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ImGuiInputFlags_None = 0,
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ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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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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// - 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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// Policies (can select only 1 policy among all available)
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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_RouteAlways = 1 << 12, // Do not register route, poll keys directly.
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// Policies Options
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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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};
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
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// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
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