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Inputs: made ImGuiInputFlags_RouteFocused the default for Shortcut(). (#456, #2637, #3724)

ocornut 2 年 前
コミット
d576724bfd
2 ファイル変更22 行追加17 行削除
  1. 8 6
      imgui.cpp
  2. 14 11
      imgui_internal.h

+ 8 - 6
imgui.cpp

@@ -8053,14 +8053,15 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
 {
     ImGuiContext& g = *GImGui;
     if ((flags & ImGuiInputFlags_RouteMask_) == 0)
-        flags = ImGuiInputFlags_RouteGlobalHigh; // This is the default for SetShortcutRouting() but NOT Shortcut() which doesn't touch routing by default!
+        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
     else
         IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
-    IM_ASSERT(owner_id != ImGuiKeyOwner_None);
 
     if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
         if (g.NavWindow == NULL)
             return false;
+    if (flags & ImGuiInputFlags_RouteAlways)
+        return true;
 
     // Current score encoding (lower is highest priority):
     //  -   0: ImGuiInputFlags_RouteGlobalHigh
@@ -8615,10 +8616,11 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
 {
     ImGuiContext& g = *GImGui;
 
-    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter  with this, so IsKeyPressed() is fine with he 0/Any.
-    if (flags & (ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused))
-        if (!SetShortcutRouting(key_chord, owner_id, flags, g.CurrentWindow))
-            return false;
+    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
+    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
+        flags |= ImGuiInputFlags_RouteFocused;
+    if (!SetShortcutRouting(key_chord, owner_id, flags, g.CurrentWindow))
+        return false;
 
     ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
     ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);

+ 14 - 11
imgui_internal.h

@@ -1337,25 +1337,28 @@ enum ImGuiInputFlags_
     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.
 
-    // Routing policies for Shortcut(), SetShortcutRouting()
-    // - When a policy is set, Shortcut() will register itself with SetShortcutRouting(),
+    // 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.
-    //   The general idea is that several callers register a shortcut, and only one gets it.
-    // - Routing is NOT registered by default, meaning that a simple Shortcut() call
-    //   will see all inputs, won't have any side-effect and won't interfere with other inputs.
-    // - Priorities (highest-to-lowest): GlobalHigh > Focused (when active item) > Global > Focused (when focused window) > GlobalLow.
+    // - 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_RouteNone           = 0,        // Do not register route (provided for completeness but technically zero-value)
-    ImGuiInputFlags_RouteFocused        = 1 << 8,   // Register route if focused: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
+    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,
-    ImGuiInputFlags_RouteUnlessBgFocused= 1 << 12,  // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
+    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
     ImGuiInputFlags_SupportedByIsKeyPressed     = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,
-    ImGuiInputFlags_SupportedByShortcut         = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused,
+    ImGuiInputFlags_SupportedByShortcut         = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
     ImGuiInputFlags_SupportedBySetKeyOwner      = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
     ImGuiInputFlags_SupportedBySetItemKeyOwner  = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
 };