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Inputs: tweak comments, typos.

ocornut 2 years ago
parent
commit
f0ad810553
2 changed files with 12 additions and 12 deletions
  1. 1 1
      imgui.cpp
  2. 11 11
      imgui_internal.h

+ 1 - 1
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))

+ 11 - 11
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);