Revert most/part of "Shortcut: added Shortcut() function and ImGuiInputFlags in public API + Demo." (#456, #2637)

This reverts commit 0949acb6e6.

# Conflicts:
#	imgui.h
This commit is contained in:
ocornut 2023-01-05 15:21:48 +01:00
parent 83429abf4a
commit e06bbe05e1
4 changed files with 36 additions and 138 deletions

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@ -39,12 +39,6 @@ Breaking changes:
Other changes: Other changes:
- Inputs: added Shortcut() function (w/ routing policies) in public API. (#456, #2637)
Added ImGuiInputFlags_RouteFocused, ImGuiInputFlags_RouteGlobalXXX and other routing policies.
e.g. ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- check that CTRL+C is pressed,
- and that current window is in focus stack,
- and that no other requests for CTRL+C have been made from deeper locations of the window/item stack.
- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with - Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
zero triangles, which would makes the render loop of some backends assert (e.g. Metal with zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
debugging, Allegro). (#4857, #5937) debugging, Allegro). (#4857, #5937)
@ -73,7 +67,6 @@ Other changes:
amount of glyphs from being packed correctly. (#5788, #5829) amount of glyphs from being packed correctly. (#5788, #5829)
- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by - Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by
applications using multiple font atlases. applications using multiple font atlases.
- Demo: added "Inputs->Shortcut Routing" section.
- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs. - Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency. - Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building - Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building

46
imgui.h
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@ -23,7 +23,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.2 WIP" #define IMGUI_VERSION "1.89.2 WIP"
#define IMGUI_VERSION_NUM 18917 #define IMGUI_VERSION_NUM 18918
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*
@ -192,7 +192,6 @@ typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: f
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut() (+ upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() currently in imgui_internal.h)
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
@ -896,21 +895,6 @@ namespace ImGui
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. 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.
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. 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.
// Inputs Utilities: Shortcut testing (with Routing Resolution)
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super/ImGuiMod_Shortcut.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - The general idea of routing is that multiple locations may register interest in a shortcut,
// and only one location will be granted access to the shortcut.
// - The default routing policy (ImGuiInputFlags_RouteFocused) checks for current window being in
// the focus stack, and route the shortcut to the deepest requesting window in the focus stack.
// - Consider Shortcut() to be a widget: the calling location matters + it has side-effects as shortcut routes are
// registered into the system (for it to be able to pick the best one). This is why this is not called 'IsShortcutPressed()'.
// - If this is called for a specific widget, pass its ID as 'owner_id' in order for key ownership and routing priorities
// to be honored (e.g. with default ImGuiInputFlags_RouteFocused, the highest priority is given to active item).
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
// Inputs Utilities: Mouse specific // Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
@ -1492,34 +1476,6 @@ enum ImGuiKey : int
#endif #endif
}; };
// Flags for Shortcut()
// (+ for upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() that are currently in imgui_internal.h)
enum ImGuiInputFlags_
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// 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(),
// 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.
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
// Policies (can select only 1 policy among all available)
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.
ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly.
// Policies Options
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.
};
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. // OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// 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. // 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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@ -5775,76 +5775,6 @@ static void ShowDemoWindowInputs()
ImGui::TreePop(); ImGui::TreePop();
} }
// Demonstrate using Shortcut() and Routing Policies.
// The general flow is:
// - Code interested in a chord (e.g. "Ctrl+A") declares their intent.
// - Multiple locations may be interested in same chord! Routing helps find a winner.
// - Every frame, we resolve all claims and assign one owner if the modifiers are matching.
// - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route.
// - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags.
// - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused.
// TL;DR: Most uses will simply be:
// - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy.
if (ImGui::TreeNode("Shortcut Routing"))
{
const float line_height = ImGui::GetTextLineHeightWithSpacing();
const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A;
static ImGuiInputFlags repeat_flags = ImGuiInputFlags_Repeat;
static ImGuiInputFlags routing_flags = ImGuiInputFlags_RouteFocused;
ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &repeat_flags, ImGuiInputFlags_Repeat);
ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &routing_flags, ImGuiInputFlags_RouteFocused);
ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &routing_flags, ImGuiInputFlags_RouteAlways);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &routing_flags, ImGuiInputFlags_RouteGlobal);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobalHigh", &routing_flags, ImGuiInputFlags_RouteGlobalHigh);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobalLow", &routing_flags, ImGuiInputFlags_RouteGlobalLow);
const ImGuiInputFlags flags = repeat_flags | routing_flags; // Merged flags
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 18), true);
ImGui::Text("Press CTRL+A and see who receives it!");
ImGui::Separator();
// 1: Window polling for CTRL+A
ImGui::Text("(in WindowA)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
char str[16] = "Press CTRL+A";
ImGui::Spacing();
ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
ImGuiID item_id = ImGui::GetItemID();
ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, item_id, flags) ? "PRESSED" : "...");
// 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA
ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildD: not using same Shortcut)");
ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused());
ImGui::EndChild();
// 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused.
ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildE: using same Shortcut)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
ImGui::EndChild();
// 5: In a popup
if (ImGui::Button("Open Popup"))
ImGui::OpenPopup("PopupF");
if (ImGui::BeginPopup("PopupF"))
{
ImGui::Text("(in PopupF)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, ImGui::GetItemID(), flags) ? "PRESSED" : "...");
ImGui::EndPopup();
}
ImGui::EndChild();
ImGui::TreePop();
}
// Display mouse cursors // Display mouse cursors
IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
if (ImGui::TreeNode("Mouse Cursors")) if (ImGui::TreeNode("Mouse Cursors"))
@ -7108,9 +7038,6 @@ static void ShowExampleAppLayout(bool* p_open)
ImGui::EndMenuBar(); ImGui::EndMenuBar();
} }
if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_W))
*p_open = false;
// Left // Left
static int selected = 0; static int selected = 0;
{ {
@ -7818,14 +7745,11 @@ struct MyDocument
ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
ImGui::PopStyleColor(); ImGui::PopStyleColor();
if (ImGui::Button("Modify (Ctrl+M)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_M)) if (ImGui::Button("Modify", ImVec2(100, 0)))
doc->Dirty = true; doc->Dirty = true;
ImGui::SameLine(); ImGui::SameLine();
if (ImGui::Button("Save (Ctrl+S)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_S)) if (ImGui::Button("Save", ImVec2(100, 0)))
doc->DoSave(); doc->DoSave();
ImGui::SameLine();
if (ImGui::Button("Close (Ctrl+W)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_W))
doc->DoQueueClose();
ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
ImGui::PopID(); ImGui::PopID();
} }
@ -7838,9 +7762,9 @@ struct MyDocument
char buf[256]; char buf[256];
sprintf(buf, "Save %s", doc->Name); sprintf(buf, "Save %s", doc->Name);
if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open)) if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open))
doc->DoSave(); doc->DoSave();
if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open)) if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open))
doc->DoQueueClose(); doc->DoQueueClose();
ImGui::EndPopup(); ImGui::EndPopup();
} }
@ -7918,7 +7842,7 @@ void ShowExampleAppDocuments(bool* p_open)
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
app.Documents[doc_n].DoQueueClose(); app.Documents[doc_n].DoQueueClose();
if (ImGui::MenuItem("Exit") && p_open) if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open)
*p_open = false; *p_open = false;
ImGui::EndMenu(); ImGui::EndMenu();
} }

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@ -154,6 +154,7 @@ typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // E
// Flags // Flags
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
@ -1327,12 +1328,13 @@ struct ImGuiKeyOwnerData
ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; }
}; };
// Extend ImGuiInputFlags_
// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) // Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
enum ImGuiInputFlagsPrivate_ enum ImGuiInputFlags_
{ {
// Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() // Flags for IsKeyPressed(), 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.
ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
@ -1348,9 +1350,26 @@ enum ImGuiInputFlagsPrivate_
ImGuiInputFlags_LockThisFrame = 1 << 6, // 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_LockThisFrame = 1 << 6, // 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 << 7, // 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. ImGuiInputFlags_LockUntilRelease = 1 << 7, // 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.
// 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(),
// 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.
// - 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 << 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.
ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // 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_RouteAlways = 1 << 12, // Do not register route, poll keys directly.
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.
ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
// [Internal] Mask of which function support which flags // [Internal] Mask of which function support which flags
ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
@ -2915,11 +2934,17 @@ namespace ImGui
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
// [EXPERIMENTAL] Low-Level: Shortcut Routing // [EXPERIMENTAL] Shortcut Routing
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
// - Multiple read sites may use the same owner id and will all get the granted route. // - Multiple read sites may use the same owner id and will all get the granted route.
// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);