From f0ad810553fa40f6dd4deabcc93e117efaedb78c Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 8 Nov 2022 22:31:40 +0100 Subject: [PATCH] Inputs: tweak comments, typos. --- imgui.cpp | 2 +- imgui_internal.h | 22 +++++++++++----------- 2 files changed, 12 insertions(+), 12 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 82628f62..a74c62cd 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4634,7 +4634,7 @@ void ImGui::NewFrame() else if (g.ActiveIdUsingNavInputMask != 0) { // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } - // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); } + // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) SetKeyOwner(ImGuiKey_Escape, g.ActiveId); if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) diff --git a/imgui_internal.h b/imgui_internal.h index f3a34ee0..8b57bfa5 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1274,7 +1274,7 @@ struct ImGuiInputEvent }; // Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. -#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitely used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. #define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. typedef ImS16 ImGuiKeyRoutingIndex; @@ -1291,7 +1291,7 @@ struct ImGuiKeyRoutingData ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } }; -// Routing table maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. // Stored in main context (1 instance) struct ImGuiKeyRoutingTable { @@ -1303,8 +1303,8 @@ struct ImGuiKeyRoutingTable void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } }; -// This extend ImGuiKeyData but only for named keys (legacy keys don't support the new features) -// Stored in main context (1 per named key). In the future might be merged into ImGuiKeyData. +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. struct ImGuiKeyOwnerData { ImGuiID OwnerCurr; @@ -1334,8 +1334,8 @@ enum ImGuiInputFlags_ ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, // Flags for SetKeyOwner(), SetItemKeyOwner() - 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. - 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. + 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. // 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. @@ -1767,7 +1767,7 @@ struct ImGuiContext ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel);' + ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' #endif // Next window/item data @@ -2845,12 +2845,12 @@ namespace ImGui inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } // [EXPERIMENTAL] Low-Level: Key/Input Ownership - // - The idea is that instead of "eating" a given input, we can link to an owner. + // - The idea is that instead of "eating" a given input, we can link to an owner id. // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). // - Input ownership is automatically released on the frame after a key is released. Therefore: - // - for ownership registration happening a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. @@ -2865,7 +2865,7 @@ namespace ImGui // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. - // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitely used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. @@ -2882,7 +2882,7 @@ namespace ImGui // - 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. // - 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 a same owner 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. 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);