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Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456)

ocornut 1 年之前
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5fdcdf7080
共有 3 個文件被更改,包括 46 次插入5 次删除
  1. 44 4
      imgui.cpp
  2. 1 1
      imgui.h
  3. 1 0
      imgui_internal.h

+ 44 - 4
imgui.cpp

@@ -3596,6 +3596,14 @@ void ImGui::Initialize()
     g.Viewports.push_back(viewport);
     g.Viewports.push_back(viewport);
     g.TempBuffer.resize(1024 * 3 + 1, 0);
     g.TempBuffer.resize(1024 * 3 + 1, 0);
 
 
+    // Build KeysMayBeCharInput[] lookup table (1 bool per named key)
+    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
+        if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
+            || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
+            || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent
+            || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual)
+            g.KeysMayBeCharInput.SetBit(key);
+
 #ifdef IMGUI_HAS_DOCK
 #ifdef IMGUI_HAS_DOCK
 #endif
 #endif
 
 
@@ -8308,13 +8316,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
     ImGuiContext& g = *GImGui;
     ImGuiContext& g = *GImGui;
     ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
     ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
     ImGuiKeyRoutingData* routing_data;
     ImGuiKeyRoutingData* routing_data;
-    if (key_chord & ImGuiMod_Shortcut)
-        key_chord = ConvertShortcutMod(key_chord);
     ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
     ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
     ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
     ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
     if (key == ImGuiKey_None)
     if (key == ImGuiKey_None)
         key = ConvertSingleModFlagToKey(&g, mods);
         key = ConvertSingleModFlagToKey(&g, mods);
-    IM_ASSERT(IsNamedKey(key));
+    IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function.
 
 
     // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
     // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
     // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
     // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
@@ -8378,6 +8384,24 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
     return 0;
     return 0;
 }
 }
 
 
+// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
+// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
+static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
+{
+    // Mimic 'ignore_char_inputs' logic in InputText()
+    ImGuiContext& g = *GImGui;
+
+    // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out.
+    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
+    const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super));
+    if (ignore_char_inputs)
+        return false;
+
+    // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
+    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
+    return g.KeysMayBeCharInput.TestBit(key);
+}
+
 // Request a desired route for an input chord (key + mods).
 // Request a desired route for an input chord (key + mods).
 // Return true if the route is available this frame.
 // Return true if the route is available this frame.
 // - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
 // - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
@@ -8392,9 +8416,11 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
         flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
         flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
     else
     else
         IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
         IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
+    if (key_chord & ImGuiMod_Shortcut)
+        key_chord = ConvertShortcutMod(key_chord);
 
 
     // [DEBUG] Debug break requested by user
     // [DEBUG] Debug break requested by user
-    if (g.DebugBreakInShortcutRouting != 0 && g.DebugBreakInShortcutRouting == ConvertShortcutMod(key_chord))
+    if (g.DebugBreakInShortcutRouting == key_chord)
         IM_DEBUG_BREAK();
         IM_DEBUG_BREAK();
 
 
     if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
     if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
@@ -8408,6 +8434,18 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
         return true;
         return true;
     }
     }
 
 
+    // Specific culling for shortcuts with no modifiers when there's an active id.
+    // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active.
+    // but  Shortcut(Ctrl+G) should generally trigger when InputText() is active.
+    // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active.
+    // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined)
+    if ((flags & ImGuiInputFlags_RouteFocused) && (g.ActiveId != 0 && g.ActiveId != owner_id))
+        if (g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord))
+        {
+            IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags);
+            return false;
+        }
+
     const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
     const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags);
     IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
     IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score);
     if (score == 255)
     if (score == 255)
@@ -8435,6 +8473,8 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
 bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
 bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
 {
 {
     const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
     const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
+    if (key_chord & ImGuiMod_Shortcut)
+        key_chord = ConvertShortcutMod(key_chord);
     ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
     ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
     return routing_data->RoutingCurr == routing_id;
     return routing_data->RoutingCurr == routing_id;
 }
 }

+ 1 - 1
imgui.h

@@ -24,7 +24,7 @@
 // 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       "1.90.2 WIP"
 #define IMGUI_VERSION       "1.90.2 WIP"
-#define IMGUI_VERSION_NUM   19012
+#define IMGUI_VERSION_NUM   19013
 #define IMGUI_HAS_TABLE
 #define IMGUI_HAS_TABLE
 
 
 /*
 /*

+ 1 - 0
imgui_internal.h

@@ -1974,6 +1974,7 @@ struct ImGuiContext
     double                  LastKeyModsChangeTime;              // Record the last time key mods changed (affect repeat delay when using shortcut logic)
     double                  LastKeyModsChangeTime;              // Record the last time key mods changed (affect repeat delay when using shortcut logic)
     double                  LastKeyModsChangeFromNoneTime;      // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
     double                  LastKeyModsChangeFromNoneTime;      // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
     double                  LastKeyboardKeyPressTime;           // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
     double                  LastKeyboardKeyPressTime;           // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
+    ImBitArrayForNamedKeys  KeysMayBeCharInput;                 // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes
     ImGuiKeyOwnerData       KeysOwnerData[ImGuiKey_NamedKey_COUNT];
     ImGuiKeyOwnerData       KeysOwnerData[ImGuiKey_NamedKey_COUNT];
     ImGuiKeyRoutingTable    KeysRoutingTable;
     ImGuiKeyRoutingTable    KeysRoutingTable;
     ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
     ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)