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Shortcut: do not return true on mods changes. Internals: added ImGuiInputFlags_RepeatUntilKeyModsChange, ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone, ImGuiInputFlags_RepeatUntilOtherKeyPress. (#456, #2637)
Took a while to come to this design, but it is flexible and lightweight and allow all decision to be taken a polling location. All three policies are useful.
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8323a06e6d
commit
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33
imgui.cpp
33
imgui.cpp
@ -8425,7 +8425,7 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
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if (t < 0.0f)
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return false;
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IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
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if (flags & ImGuiInputFlags_RepeatRateMask_) // Setting any _RepeatXXX option enables _Repeat
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if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
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flags |= ImGuiInputFlags_Repeat;
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bool pressed = (t == 0.0f);
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@ -8434,6 +8434,19 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
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float repeat_delay, repeat_rate;
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GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
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pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
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if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
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{
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// Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
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// Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
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ImGuiContext& g = *GImGui;
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double key_pressed_time = g.Time - t + 0.00001f;
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if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
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pressed = false;
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if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
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pressed = false;
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if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
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pressed = false;
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}
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}
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if (!pressed)
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return false;
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@ -8760,11 +8773,16 @@ static void ImGui::UpdateKeyboardInputs()
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// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
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const ImGuiKeyChord prev_key_mods = io.KeyMods;
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io.KeyMods = GetMergedModsFromKeys();
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io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
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io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
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io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
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io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
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if (prev_key_mods != io.KeyMods)
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g.LastKeyModsChangeTime = g.Time;
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if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
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g.LastKeyModsChangeFromNoneTime = g.Time;
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// Clear gamepad data if disabled
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if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
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@ -8780,6 +8798,14 @@ static void ImGui::UpdateKeyboardInputs()
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ImGuiKeyData* key_data = &io.KeysData[i];
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key_data->DownDurationPrev = key_data->DownDuration;
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key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
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if (key_data->DownDuration == 0.0f)
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{
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ImGuiKey key = (ImGuiKey)(ImGuiKey_NamedKey_BEGIN + i);
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if (IsKeyboardKey(key))
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g.LastKeyboardKeyPressTime = g.Time;
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else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
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g.LastKeyboardKeyPressTime = g.Time;
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}
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}
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// Update keys/input owner (named keys only): one entry per key
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@ -9315,6 +9341,11 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
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if (!SetShortcutRouting(key_chord, owner_id, flags))
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return false;
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// Default repeat behavior for Shortcut()
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// So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
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if ((flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
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flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
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if (!IsKeyChordPressed(key_chord, owner_id, flags))
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return false;
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IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
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2
imgui.h
2
imgui.h
@ -24,7 +24,7 @@
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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 "1.90.1 WIP"
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#define IMGUI_VERSION_NUM 19002
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#define IMGUI_VERSION_NUM 19003
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#define IMGUI_HAS_TABLE
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/*
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@ -1411,6 +1411,13 @@ enum ImGuiInputFlags_
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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// Specify when repeating key pressed can be interrupted.
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// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
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ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
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ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
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ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
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ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
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// Flags for SetItemKeyOwner()
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ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
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@ -1442,7 +1449,8 @@ enum ImGuiInputFlags_
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// [Internal] Mask of which function support which flags
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ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,
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ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
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ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
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ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
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@ -1941,6 +1949,9 @@ struct ImGuiContext
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// - The idea is that instead of "eating" a given key, we can link to an owner.
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// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
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// - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
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double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)
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double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
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double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
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ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
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ImGuiKeyRoutingTable KeysRoutingTable;
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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@ -2227,6 +2238,8 @@ struct ImGuiContext
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LastActiveId = 0;
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LastActiveIdTimer = 0.0f;
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LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0;
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ActiveIdUsingNavDirMask = 0x00;
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ActiveIdUsingAllKeyboardKeys = false;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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