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.
This commit is contained in:
ocornut
2024-01-09 15:54:00 +01:00
parent 8323a06e6d
commit fc2e532f99
3 changed files with 47 additions and 3 deletions

View File

@ -8425,7 +8425,7 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
if (flags & ImGuiInputFlags_RepeatRateMask_) // Setting any _RepeatXXX option enables _Repeat
if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat
flags |= ImGuiInputFlags_Repeat;
bool pressed = (t == 0.0f);
@ -8434,6 +8434,19 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
float repeat_delay, repeat_rate;
GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_))
{
// Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value.
// Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code.
ImGuiContext& g = *GImGui;
double key_pressed_time = g.Time - t + 0.00001f;
if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time))
pressed = false;
if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time))
pressed = false;
if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time))
pressed = false;
}
}
if (!pressed)
return false;
@ -8760,11 +8773,16 @@ static void ImGui::UpdateKeyboardInputs()
// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
const ImGuiKeyChord prev_key_mods = io.KeyMods;
io.KeyMods = GetMergedModsFromKeys();
io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
if (prev_key_mods != io.KeyMods)
g.LastKeyModsChangeTime = g.Time;
if (prev_key_mods != io.KeyMods && prev_key_mods == 0)
g.LastKeyModsChangeFromNoneTime = g.Time;
// Clear gamepad data if disabled
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
@ -8780,6 +8798,14 @@ static void ImGui::UpdateKeyboardInputs()
ImGuiKeyData* key_data = &io.KeysData[i];
key_data->DownDurationPrev = key_data->DownDuration;
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
if (key_data->DownDuration == 0.0f)
{
ImGuiKey key = (ImGuiKey)(ImGuiKey_NamedKey_BEGIN + i);
if (IsKeyboardKey(key))
g.LastKeyboardKeyPressTime = g.Time;
else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
g.LastKeyboardKeyPressTime = g.Time;
}
}
// Update keys/input owner (named keys only): one entry per key
@ -9315,6 +9341,11 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
if (!SetShortcutRouting(key_chord, owner_id, flags))
return false;
// Default repeat behavior for Shortcut()
// So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut.
if ((flags & ImGuiInputFlags_RepeatUntilMask_) == 0)
flags |= ImGuiInputFlags_RepeatUntilKeyModsChange;
if (!IsKeyChordPressed(key_chord, owner_id, flags))
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!