From 44d98bfd6d12caee43bea49fda71c8313c3e57e7 Mon Sep 17 00:00:00 2001 From: ocornut Date: Fri, 4 Nov 2022 16:35:57 +0100 Subject: [PATCH 1/9] Fix build with IMGUI_DISABLE_DEBUG_TOOLS --- imgui.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/imgui.cpp b/imgui.cpp index 2ecd365d..9972fe02 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -6857,12 +6857,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) DebugLocateItemResolveWithLastItem(); +#endif // [Test Engine] Register title bar / tab +#ifdef IMGUI_ENABLE_TEST_ENGINE if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); +#endif } else { @@ -8697,8 +8701,10 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu return false; // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (id != 0 && id == g.DebugLocateId) DebugLocateItemResolveWithLastItem(); +#endif //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) From 4448d975d1d79b2d2f849591f3da7f44dd640ebf Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 17 May 2022 15:36:25 +0200 Subject: [PATCH 2/9] Inputs: added wip/internal Input Owner system. (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641) - Added SetKeyOwner(), SetItemKeyOwner(), TestKeyOwner(). - Added new IsKeyXXX IsMouseXXX functions with ImGuID owner_id and flags. - Obsoleted SetItemUsingMouseWheel(). (#2891) - Removed IsKeyPresseedEx() which was a recent internal addition 2022-07-08 deemed to be temporary exactly for this. - Added ImGuiButtonFlags_NoSetKeyOwner, ImGuiButtonFlags_NoTestKeyOwner - Added ImGuiSelectableFlags_NoSetKeyOwner. - Added ImGuiInputFlags_LockThisFrame, ImGuiInputFlags_LockUntilRelease for for SetKeyOwner(), SetItemKeyOwner(). - Added ImGuiInputFlags_CondXXX values for SetItemKeyOwner(). --- docs/CHANGELOG.txt | 13 ++- imgui.cpp | 280 +++++++++++++++++++++++++++++++++------------ imgui.h | 2 +- imgui_internal.h | 92 ++++++++++++--- imgui_widgets.cpp | 67 +++++++---- 5 files changed, 338 insertions(+), 116 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index e787b2d2..80529c4d 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -107,6 +107,17 @@ Other Changes: - Popups & Modals: fixed nested Begin() being erroneously input-inhibited. While it is unusual, you can nest a Begin() inside a popup or modal, it is occasionally useful to achieve certains things (e.g. some ways to implement suggestion popup #718, #4461). +- Inputs: Standard widgets now claim for key/button ownership and test for them. + - Fixes scenario where e.g. a Popup with a Selectable() reacting on mouse down + (e.g. double click) closes, and behind it is another window with an item reacting + on mouse up. Previously this would lead to both items reacting, now the item in the + window behind won't react on the mouse up since the mouse button ownership has already + been claimed earlier. + - Internals: There are MANY more aspects to this changes. Added experimental/internal APIs + to allow handling input/shorting routing and key ownership. Things will be moved into + public APIs over time. For now this release is a way to test the solidity of underlying + systems while letting early adopters adopters toy with internals. + (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) - Scrolling: Tweak mouse-wheel locked window timer so it is shorter but also gets reset whenever scrolling again (#2604). - Scrolling: Mitigated issue where multi-axis mouse-wheel inputs (usually from touch pad @@ -116,7 +127,7 @@ Other Changes: - InputText: numerical fields automatically accept full-width characters (U+FF01..U+FF5E) by converting them to half-width (U+0021..U+007E). - InputText: added ImGuiInputTextFlags_EscapeClearsAll flag: first press on Escape clears - text if any, second press deactivate the InputText(). (#5688) + text if any, second press deactivate the InputText(). (#5688, #2620) - InputText: added support for shift+click style selection. (#5619) [@procedural] - InputText: clarified that callbacks cannot modify buffer when using the ReadOnly flag. - InputText: fixed minor one-frame selection glitch when reverting with Escape. diff --git a/imgui.cpp b/imgui.cpp index 9972fe02..20545933 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -3546,7 +3546,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) g.ActiveIdUsingNavDirMask = 0x00; - g.ActiveIdUsingKeyInputMask.ClearAllBits(); + g.ActiveIdUsingAllKeyboardKeys = false; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO g.ActiveIdUsingNavInputMask = 0x00; #endif @@ -3562,7 +3562,6 @@ void ImGui::SetHoveredID(ImGuiID id) ImGuiContext& g = *GImGui; g.HoveredId = id; g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } @@ -4218,12 +4217,23 @@ static void ImGui::UpdateKeyboardInputs() } // Update keys - for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) + for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) { 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; } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_None; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } } static void ImGui::UpdateMouseInputs() @@ -4312,13 +4322,9 @@ void ImGui::UpdateMouseWheel() LockWheelingWindow(NULL); } - const bool hovered_id_using_mouse_wheel = (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel); - const bool active_id_using_mouse_wheel_x = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelX); - const bool active_id_using_mouse_wheel_y = g.ActiveIdUsingKeyInputMask.TestBit(ImGuiKey_MouseWheelY); - ImVec2 wheel; - wheel.x = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_x) ? g.IO.MouseWheelH : 0.0f; - wheel.y = (!hovered_id_using_mouse_wheel && !active_id_using_mouse_wheel_y) ? g.IO.MouseWheel : 0; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f; if (wheel.x == 0.0f && wheel.y == 0.0f) return; @@ -4546,10 +4552,8 @@ void ImGui::NewFrame() if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; - g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = false; // Clear ActiveID if the item is not alive anymore. @@ -4577,7 +4581,10 @@ void ImGui::NewFrame() if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = 0x00; - g.ActiveIdUsingKeyInputMask.ClearAllBits(); + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + g.ActiveIdUsingNavInputMask = 0x00; +#endif } #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO @@ -4588,7 +4595,7 @@ void ImGui::NewFrame() // 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); } if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) - SetActiveIdUsingKey(ImGuiKey_Escape); + SetKeyOwner(ImGuiKey_Escape, g.ActiveId); if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) IM_ASSERT(0); // Other values unsupported } @@ -5388,29 +5395,13 @@ void ImGui::SetItemAllowOverlap() g.ActiveIdAllowOverlap = true; } -void ImGui::SetItemUsingMouseWheel() -{ - ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; - if (g.HoveredId == id) - g.HoveredIdUsingMouseWheel = true; - if (g.ActiveId == id) - { - g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelX); - g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_MouseWheelY); - } -} - +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function. void ImGui::SetActiveIdUsingAllKeyboardKeys() { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId != 0); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; - g.ActiveIdUsingKeyInputMask.SetBitRange(ImGuiKey_Keyboard_BEGIN, ImGuiKey_Keyboard_END); - //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModCtrl); - //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModShift); - //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModAlt); - //g.ActiveIdUsingKeyInputMask.SetBit(ImGuiKey_ModSuper); + g.ActiveIdUsingAllKeyboardKeys = true; NavMoveRequestCancel(); } @@ -7950,7 +7941,7 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra { ImGuiContext& g = *GImGui; const ImGuiKeyData* key_data = GetKeyData(key); - if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on input ownership) + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) return 0; const float t = key_data->DownDuration; return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); @@ -7967,24 +7958,30 @@ ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key // Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. // Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) { const ImGuiKeyData* key_data = GetKeyData(key); if (!key_data->Down) return false; + if (!TestKeyOwner(key, owner_id)) + return false; return true; } bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) { - return IsKeyPressedEx(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); + return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); } -// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. -// [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership. -bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags) +// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) { const ImGuiKeyData* key_data = GetKeyData(key); - if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on input ownership) + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) return false; const float t = key_data->DownDuration; if (t < 0.0f) @@ -7997,17 +7994,25 @@ bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags) GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; } - if (!pressed) return false; + if (!TestKeyOwner(key, owner_id)) + return false; return true; } bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) { const ImGuiKeyData* key_data = GetKeyData(key); if (key_data->DownDurationPrev < 0.0f || key_data->Down) return false; + if (!TestKeyOwner(key, owner_id)) + return false; return true; } @@ -8015,35 +8020,61 @@ bool ImGui::IsMouseDown(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDown[button]; + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. } bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on input ownership) + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) return false; const float t = g.IO.MouseDownDuration[button]; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; + if (t < 0.0f) + return false; + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; } bool ImGui::IsMouseReleased(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseReleased[button]; + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) } bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) { ImGuiContext& g = *GImGui; IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseClickedCount[button] == 2; + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); } int ImGui::GetMouseClickedCount(ImGuiMouseButton button) @@ -8305,6 +8336,98 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) g.IO.ClearInputKeys(); } +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrModKey(key)) + return ImGuiKeyOwner_None; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId) + if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super) + return ImGuiKeyOwner_None; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrModKey(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId) + if ((key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // FIXME: For consistency with routing may be good to disable that, OR we could differentiate preemptive routing from setting owner on click. + // For now it is better to disable so we can actually get report of case where this may matter. + // -> Better to move in the SetKeyOwner() call, aka have a flag to set ->OwnerCurr in SetKeyOwner() ? + // May simply be inconsistent and unneeded to offer that feature: + // - for typical keyboard/gamepad routing with multiple claims and ServeLast, we don't want to affect owner testing during the frame. + // - for typical mouse routing overlap + hovered window generally prevents making it useful to alter owner testing during the frame. + // - but effectively Locked flag can alter same-frame behavior. + //// We want OwnerNext to be handled immediately so SetKeyOwner(key, id1), TestKeyOwner(key, id2) == false + //if (owner_data->OwnerNext != ImGuiKeyOwner_None && owner_data->OwnerNext != owner) + // return false; + + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_None) + return false; + } + + return true; +} + +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); + if (owner_data->LockThisFrame) + owner_data->OwnerCurr = owner_id; +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + SetKeyOwner(key, id, flags); +} //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING @@ -10692,10 +10815,10 @@ void ImGui::NavUpdateCreateMoveRequest() if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressedEx(ImGuiKey_GamepadDpadDown, repeat_mode)) || (nav_keyboard_active && IsKeyPressedEx(ImGuiKey_DownArrow, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); @@ -10784,7 +10907,7 @@ void ImGui::NavUpdateCreateTabbingRequest() if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) return; - const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; if (!tab_pressed) return; @@ -10902,14 +11025,13 @@ static void ImGui::NavUpdateCancelRequest() ImGuiContext& g = *GImGui; const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, false)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false))) + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None))) return; IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); if (g.ActiveId != 0) { - if (!IsActiveIdUsingKey(ImGuiKey_Escape) && !IsActiveIdUsingKey(ImGuiKey_NavGamepadCancel)) - ClearActiveID(); + ClearActiveID(); } else if (g.NavLayer != ImGuiNavLayer_Main) { @@ -10953,10 +11075,10 @@ static float ImGui::NavUpdatePageUpPageDown() if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) return 0.0f; - const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp); - const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown); - const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home); - const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End); + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out return 0.0f; @@ -10966,9 +11088,9 @@ static float ImGui::NavUpdatePageUpPageDown() if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(ImGuiKey_PageUp, true)) + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(ImGuiKey_PageDown, true)) + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); else if (home_pressed) SetScrollY(window, 0.0f); @@ -11156,8 +11278,8 @@ static void ImGui::NavUpdateWindowing() // Start CTRL+Tab or Square+L/R window selection const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, false); - const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, false); // Note: enabled even without NavEnableKeyboard! + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None); // Note: enabled even without NavEnableKeyboard! if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { @@ -11209,7 +11331,7 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt)) + if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) { g.NavWindowingToggleLayer = true; g.NavInputSource = ImGuiInputSource_Keyboard; @@ -11218,7 +11340,8 @@ static void ImGui::NavUpdateWindowing() { // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) // We cancel toggling nav layer when other modifiers are pressed. (See #4439) - if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) g.NavWindowingToggleLayer = false; // Apply layer toggle on release @@ -12946,7 +13069,26 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Misc Details + if (TreeNode("Key Owners")) + { + TextUnformatted("Key Owners:"); + if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8))) + { + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndListBox(); + } + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + TreePop(); + } + if (TreeNode("Internal state")) { Text("WINDOWING"); @@ -12962,11 +13104,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); DebugLocateItemOnHover(g.ActiveId); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - - int active_id_using_key_input_count = 0; - for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) - active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0; - Text("ActiveIdUsing: NavDirMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingNavDirMask, active_id_using_key_input_count); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer); Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); diff --git a/imgui.h b/imgui.h index 5fb6b9b5..e36bff23 100644 --- a/imgui.h +++ b/imgui.h @@ -23,7 +23,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') #define IMGUI_VERSION "1.89 WIP" -#define IMGUI_VERSION_NUM 18835 +#define IMGUI_VERSION_NUM 18836 #define IMGUI_HAS_TABLE /* diff --git a/imgui_internal.h b/imgui_internal.h index ec2c59f1..39b8aa32 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -148,7 +148,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags -typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressedEx() +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc. typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() @@ -852,6 +852,8 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, }; @@ -881,6 +883,7 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 28, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) }; // Extend ImGuiTreeNodeFlags_ @@ -1270,17 +1273,43 @@ struct ImGuiInputEvent ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } }; -// Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed) +// 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_None ((ImGuiID)-1) // Require key to have no owner. + +// 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. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } +}; + +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() // Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) enum ImGuiInputFlags_ { - // Flags for IsKeyPressedEx() + // Flags for IsKeyPressed(), IsMouseClicked() ImGuiInputFlags_None = 0, ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + + // Flags for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + 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. }; //----------------------------------------------------------------------------- @@ -1655,8 +1684,6 @@ struct ImGuiContext ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; - bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. - bool HoveredIdPreviousFrameUsingMouseWheel; bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active @@ -1680,9 +1707,12 @@ struct ImGuiContext ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - // Input Ownership + // [EXPERIMENTAL] Key/Input Ownership + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) - ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. + 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);' #endif @@ -1911,7 +1941,6 @@ struct ImGuiContext DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; @@ -1935,7 +1964,7 @@ struct ImGuiContext LastActiveIdTimer = 0.0f; ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingKeyInputMask.ClearAllBits(); + ActiveIdUsingAllKeyboardKeys = false; #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO ActiveIdUsingNavInputMask = 0x00; #endif @@ -2749,21 +2778,44 @@ namespace ImGui IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); - IMGUI_API void SetItemUsingMouseWheel(); - IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); - inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } - inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } - inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); - IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags = 0); -#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87] -#endif + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + 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. + // - 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 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. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &GImGui->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - 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. + // - 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. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); // [EXPERIMENTAL] Focus Scope // This is generally used to identify a unique input location (for e.g. a selection set) @@ -2988,6 +3040,7 @@ namespace ImGui // Obsolete functions #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): @@ -2998,6 +3051,9 @@ namespace ImGui inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem #endif +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! +#endif } // namespace ImGui diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index be36d305..7dccf6bb 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -541,18 +541,20 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool hovered = false; // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; if (hovered) { if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { // Poll buttons int mouse_button_clicked = -1; - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } - + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseClicked(0, test_owner_id)) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseClicked(1, test_owner_id)) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseClicked(2, test_owner_id)) { mouse_button_clicked = 2; } if (mouse_button_clicked != -1 && g.ActiveId != id) { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); @@ -577,9 +579,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (flags & ImGuiButtonFlags_PressedOnRelease) { int mouse_button_released = -1; - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseReleased(0, test_owner_id)) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseReleased(1, test_owner_id)) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseReleased(2, test_owner_id)) { mouse_button_released = 2; } if (mouse_button_released != -1) { const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior @@ -594,7 +596,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) - if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat)) pressed = true; } @@ -640,8 +642,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; const int mouse_button = g.ActiveIdMouseButton; - IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); - if (g.IO.MouseDown[mouse_button]) + if (IsMouseDown(mouse_button, test_owner_id)) { held = true; } @@ -654,7 +655,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Report as pressed when releasing the mouse (this is the most common path) bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps - if (!is_double_click_release && !is_repeating_already) + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) pressed = true; } ClearActiveID(); @@ -2339,9 +2341,11 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, { // Tabbing or CTRL-clicking on Drag turns it into an InputText const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = (hovered && g.IO.MouseClicked[0]); - const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); + const bool clicked = hovered && IsMouseClicked(0, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); if (make_active && temp_input_allowed) if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) temp_input_is_active = true; @@ -2930,8 +2934,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat { // Tabbing or CTRL-clicking on Slider turns it into an input box const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool clicked = hovered && IsMouseClicked(0, id); const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); if (make_active && temp_input_allowed) if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id) temp_input_is_active = true; @@ -3090,8 +3096,11 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d format = DataTypeGetInfo(data_type)->PrintFmt; const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) + const bool clicked = hovered && IsMouseClicked(0, id); + if (clicked || g.NavActivateId == id || g.NavActivateInputId == id) { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); @@ -4087,23 +4096,27 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - + } + if (g.ActiveId == id) + { // Declare our inputs + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - SetActiveIdUsingKey(ImGuiKey_Escape); - SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel); - SetActiveIdUsingKey(ImGuiKey_Home); - SetActiveIdUsingKey(ImGuiKey_End); + SetKeyOwner(ImGuiKey_Escape, id); + SetKeyOwner(ImGuiKey_NavGamepadCancel, id); + SetKeyOwner(ImGuiKey_Home, id); + SetKeyOwner(ImGuiKey_End, id); if (is_multiline) { - SetActiveIdUsingKey(ImGuiKey_PageUp); - SetActiveIdUsingKey(ImGuiKey_PageDown); + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); } if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. { - SetActiveIdUsingKey(ImGuiKey_Tab); + SetKeyOwner(ImGuiKey_Tab, id); } } @@ -6314,6 +6327,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } @@ -6996,7 +7010,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) BeginDisabled(); const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; bool pressed; - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar @@ -7188,7 +7204,8 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut if (!enabled) BeginDisabled(); - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { From 8c95c084cb5c3554f015e49a2db26ba8bf9f0bcb Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 20 Sep 2022 18:58:08 +0200 Subject: [PATCH 3/9] Inputs: changed specs of SetKeyOwner() to alter OwnerCurr immediately. Note the removed comments (hence not squashing) Amend 4448d97 (#456, #2637, #2620, #2891, #3370,, #4828, #5108, #5242, #5641) --- imgui.cpp | 19 +++++-------------- 1 file changed, 5 insertions(+), 14 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 20545933..b469da13 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8370,17 +8370,9 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) if (owner_id == ImGuiKeyOwner_Any) return (owner_data->LockThisFrame == false); - // FIXME: For consistency with routing may be good to disable that, OR we could differentiate preemptive routing from setting owner on click. - // For now it is better to disable so we can actually get report of case where this may matter. - // -> Better to move in the SetKeyOwner() call, aka have a flag to set ->OwnerCurr in SetKeyOwner() ? - // May simply be inconsistent and unneeded to offer that feature: - // - for typical keyboard/gamepad routing with multiple claims and ServeLast, we don't want to affect owner testing during the frame. - // - for typical mouse routing overlap + hovered window generally prevents making it useful to alter owner testing during the frame. - // - but effectively Locked flag can alter same-frame behavior. - //// We want OwnerNext to be handled immediately so SetKeyOwner(key, id1), TestKeyOwner(key, id2) == false - //if (owner_data->OwnerNext != ImGuiKeyOwner_None && owner_data->OwnerNext != owner) - // return false; - + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. if (owner_data->OwnerCurr != owner_id) { if (owner_data->LockThisFrame) @@ -8392,6 +8384,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) return true; } +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. // When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. // - SetKeyOwner(..., None) : clears owner // - SetKeyOwner(..., Any, !Lock) : illegal (assert) @@ -8401,14 +8394,12 @@ void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); - owner_data->OwnerNext = owner_id; + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; // We cannot lock by default as it would likely break lots of legacy code. // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); - if (owner_data->LockThisFrame) - owner_data->OwnerCurr = owner_id; } // This is more or less equivalent to: From c59ebb2d715417dec2e7799fc97739e1101558a8 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 5 Jul 2022 14:48:55 +0200 Subject: [PATCH 4/9] Inputs: added basic Shortcut() function - no routing yet. (#456) --- imgui.cpp | 20 ++++++++++++++++++++ imgui_internal.h | 11 +++++++++-- 2 files changed, 29 insertions(+), 2 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index b469da13..beefbf74 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8420,6 +8420,26 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) SetKeyOwner(key, id, flags); } +// - Need to decide how to handle shortcut translations for Non-Mac <> Mac +// - Ideas: https://github.com/ocornut/imgui/issues/456#issuecomment-264390864 +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + + if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_)))) + return false; + return true; +} + + //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index 39b8aa32..d863efb0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1289,11 +1289,11 @@ struct ImGuiKeyOwnerData ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } }; -// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() // Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) enum ImGuiInputFlags_ { - // Flags for IsKeyPressed(), IsMouseClicked() + // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() ImGuiInputFlags_None = 0, ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) @@ -2817,6 +2817,13 @@ namespace ImGui IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + // [EXPERIMENTAL] Shortcuts + // - ImGuiKeyChord = any ImGuiKey optionally ORed with ImGuiMod_XXX values. + // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) + // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) + // - ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + // [EXPERIMENTAL] Focus Scope // This is generally used to identify a unique input location (for e.g. a selection set) // There is one per window (automatically set in Begin), but: From 7ff2d3353ccdf160a58e1dbd8176a5e4bdbd78f7 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 14 Sep 2022 21:47:27 +0200 Subject: [PATCH 5/9] Inputs: added wip/experiment routing system: Shortcut(), RoutingFocused policy, SetShortcutRouting(). (#456, #2637, #3724) - InputText() uses Shortcut(). --- imgui.cpp | 201 +++++++++++++++++++++++++++++++++++++++++++++- imgui.h | 2 +- imgui_internal.h | 53 +++++++++++- imgui_widgets.cpp | 21 +++-- 4 files changed, 259 insertions(+), 18 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index beefbf74..52136aef 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4116,6 +4116,45 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) key_data->AnalogValue = analog_value; } +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_None; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + owner_data->OwnerCurr = routing_entry->RoutingCurr; + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + // [Internal] Do not use directly (should read io.KeyMods instead) static ImGuiKeyChord GetMergedModsFromBools() { @@ -4234,6 +4273,8 @@ static void ImGui::UpdateKeyboardInputs() owner_data->OwnerNext = ImGuiKeyOwner_None; owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore } + + UpdateKeyRoutingTable(&g.KeysRoutingTable); } static void ImGui::UpdateMouseInputs() @@ -4794,6 +4835,9 @@ void ImGui::Shutdown() g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + g.ColorStack.clear(); g.StyleVarStack.clear(); g.FontStack.clear(); @@ -7955,6 +7999,128 @@ ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); } +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetID("") aka current ID stack. +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentWindow->IDStack.back(); +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // 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). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add + ImGuiKeyRoutingIndex idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = idx; + return routing_data; +} + +// Request a desired route for an input chord (key + mods). +// 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. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) +// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags, ImGuiWindow* location) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(owner_id != ImGuiKeyOwner_None); + + // Calculate our score + int score = 255; + bool always_set_next_route = false; + if (flags & ImGuiInputFlags_RouteFocused) + { + if (location == NULL) + location = g.CurrentWindow; + ImGuiWindow* focused = g.NavWindow; + + if (g.ActiveId != 0 && g.ActiveId == owner_id) + { + // ActiveID gets top priority (0) + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + score = 0; + } + else if (focused != NULL && focused->RootWindow == location->RootWindow) // Early out + { + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When WindowA...... is focused -> WindowA scores 1 (best), WindowA/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> WindowA scores 2, WindowA/ChildB scores 1 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> WindowA scores 2 (best), WindowA/ChildB doesn't have a scoe. + for (int next_score = 1; focused != NULL; next_score++) + { + if (focused == location) + { + score = (ImU8)next_score; + break; + } + focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path + } + } + + if (score == 255) + return false; + } + else + { + score = 0; + always_set_next_route = true; + } + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); // FIXME: Location + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore || always_set_next_route) + { + routing_data->RoutingNext = routing_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + return routing_data->RoutingCurr == routing_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + return routing_data->RoutingCurr == routing_id; +} + // Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. // Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) bool ImGui::IsKeyDown(ImGuiKey key) @@ -7986,6 +8152,7 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) const float t = key_data->DownDuration; if (t < 0.0f) return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! bool pressed = (t == 0.0f); if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0)) @@ -8044,6 +8211,7 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInput const float t = g.IO.MouseDownDuration[button]; if (t < 0.0f) return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); @@ -8392,6 +8560,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) { IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; @@ -8417,7 +8586,10 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) if ((flags & ImGuiInputFlags_CondMask_) == 0) flags |= ImGuiInputFlags_CondDefault_; if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) - SetKeyOwner(key, id, flags); + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } } // - Need to decide how to handle shortcut translations for Non-Mac <> Mac @@ -8425,6 +8597,11 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; + + if (flags & ImGuiInputFlags_RouteFocused) + if (!SetShortcutRouting(key_chord, owner_id, ImGuiInputFlags_RouteFocused, g.CurrentWindow)) + return false; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (g.IO.KeyMods != mods) @@ -8436,6 +8613,8 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_)))) return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; } @@ -13080,7 +13259,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - if (TreeNode("Key Owners")) + if (TreeNode("Key Owners & Shortcut Routing")) { TextUnformatted("Key Owners:"); if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8))) @@ -13096,6 +13275,24 @@ void ImGui::ShowMetricsWindow(bool* p_open) } EndListBox(); } + TextUnformatted("Shortcut Routing:"); + if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8))) + { + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + char key_chord_name[64]; + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name)); + Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr); + DebugLocateItemOnHover(routing_data->RoutingCurr); + idx = routing_data->NextEntryIndex; + } + } + EndListBox(); + } Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); TreePop(); } diff --git a/imgui.h b/imgui.h index e36bff23..8cd55d1f 100644 --- a/imgui.h +++ b/imgui.h @@ -23,7 +23,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') #define IMGUI_VERSION "1.89 WIP" -#define IMGUI_VERSION_NUM 18836 +#define IMGUI_VERSION_NUM 18837 #define IMGUI_HAS_TABLE /* diff --git a/imgui_internal.h b/imgui_internal.h index d863efb0..ebc86ebe 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1277,6 +1277,32 @@ struct ImGuiInputEvent #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_None ((ImGuiID)-1) // Require key to have no owner. +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + 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. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + 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. struct ImGuiKeyOwnerData @@ -1310,6 +1336,16 @@ enum ImGuiInputFlags_ // 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. + + // Flags for Shortcut(), SetShortcutRouting() + // When Focus Routing is enabled, function will call SetShortcutRouting(): Accept inputs if currently in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteFocused = 1 << 8, // Enable focus routing + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteFocused, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; //----------------------------------------------------------------------------- @@ -1707,10 +1743,12 @@ struct ImGuiContext ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - // [EXPERIMENTAL] Key/Input Ownership + // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system // - The idea is that instead of "eating" a given key, we can link to an owner. // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + 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) 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 @@ -2817,12 +2855,19 @@ namespace ImGui IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); - // [EXPERIMENTAL] Shortcuts - // - ImGuiKeyChord = any ImGuiKey optionally ORed with ImGuiMod_XXX values. + // [EXPERIMENTAL] Shortcut Routing + // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) - // - ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // - 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. 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, ImGuiWindow* location = NULL); + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); // [EXPERIMENTAL] Focus Scope // This is generally used to identify a unique input location (for e.g. a selection set) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 7dccf6bb..15c72367 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4287,25 +4287,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiMod_Super | ImGuiMod_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = (io.KeyMods == ImGuiMod_Ctrl); - const bool is_shift_key_only = (io.KeyMods == ImGuiMod_Shift); - const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiMod_Super) : (io.KeyMods == ImGuiMod_Ctrl); - const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C, false)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert, false))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; - const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A, false); + // Using Shortcut() with ImGuiInputFlags_FocusRouting flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id, shortcut_flags & ~ImGuiInputFlags_Repeat) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id, shortcut_flags & ~ImGuiInputFlags_Repeat)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, shortcut_flags)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, shortcut_flags)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, shortcut_flags) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, shortcut_flags))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id, shortcut_flags & ~ImGuiInputFlags_Repeat); // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); - const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, id, shortcut_flags) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } From 4d6a9ef93f03ba077c45f9de3e023a17672693d1 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 19 Oct 2022 18:53:53 +0200 Subject: [PATCH 6/9] Inputs: added routing priorities. (#456, #2637, #3724) - and ImGuiInputFlags_RouteUnlessBgFocused - will be useful for blind menu handlers. --- imgui.cpp | 50 ++++++++++++++++++++++++++++++++--------------- imgui_internal.h | 20 +++++++++++++++---- imgui_widgets.cpp | 2 +- 3 files changed, 51 insertions(+), 21 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index 52136aef..d04aec34 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -8052,11 +8052,24 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags, ImGuiWindow* location) { 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! + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used IM_ASSERT(owner_id != ImGuiKeyOwner_None); - // Calculate our score + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Current score encoding (lower is highest priority): + // - 0: ImGuiInputFlags_RouteGlobalHigh + // - 1: ImGuiInputFlags_RouteFocused (if item active) + // - 2: ImGuiInputFlags_RouteGlobal + // - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) + // - 254: ImGuiInputFlags_RouteGlobalLow + // - 255: none int score = 255; - bool always_set_next_route = false; if (flags & ImGuiInputFlags_RouteFocused) { if (location == NULL) @@ -8065,44 +8078,48 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI if (g.ActiveId != 0 && g.ActiveId == owner_id) { - // ActiveID gets top priority (0) + // ActiveID gets top priority // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) - score = 0; + score = 1; } else if (focused != NULL && focused->RootWindow == location->RootWindow) // Early out { // Score based on distance to focused window (lower is better) // Assuming both windows are submitting a routing request, - // - When WindowA...... is focused -> WindowA scores 1 (best), WindowA/ChildB scores 255 (no match) - // - When Window/ChildB is focused -> WindowA scores 2, WindowA/ChildB scores 1 (best) + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) // Assuming only WindowA is submitting a routing request, - // - When Window/ChildB is focused -> WindowA scores 2 (best), WindowA/ChildB doesn't have a scoe. - for (int next_score = 1; focused != NULL; next_score++) + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + for (int next_score = 3; focused != NULL; next_score++) { if (focused == location) { + IM_ASSERT(next_score < 255); score = (ImU8)next_score; break; } focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path } } - - if (score == 255) - return false; } else { - score = 0; - always_set_next_route = true; + if (flags & ImGuiInputFlags_RouteGlobal) + score = 2; + else if (flags & ImGuiInputFlags_RouteGlobalLow) + score = 254; + else // ImGuiInputFlags_RouteGlobalHigh is default, so call to SetShorcutRouting() without no flags are not conditional + score = 0; } + if (score == 255) + return false; // Submit routing for NEXT frame (assuming score is sufficient) // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); // FIXME: Location //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); - if (score < routing_data->RoutingNextScore || always_set_next_route) + if (score < routing_data->RoutingNextScore) { routing_data->RoutingNext = routing_id; routing_data->RoutingNextScore = (ImU8)score; @@ -8598,8 +8615,9 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags { ImGuiContext& g = *GImGui; - if (flags & ImGuiInputFlags_RouteFocused) - if (!SetShortcutRouting(key_chord, owner_id, ImGuiInputFlags_RouteFocused, g.CurrentWindow)) + // 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; ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); diff --git a/imgui_internal.h b/imgui_internal.h index ebc86ebe..47a7b76e 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1337,13 +1337,25 @@ 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. - // Flags for Shortcut(), SetShortcutRouting() - // When Focus Routing is enabled, function will call SetShortcutRouting(): Accept inputs if currently in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. - ImGuiInputFlags_RouteFocused = 1 << 8, // Enable focus routing + // Routing policies for Shortcut(), SetShortcutRouting() + // - When a policy 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. + // - 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_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. // [Internal] Mask of which function support which flags ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, - ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteFocused, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteUnlessBgFocused, ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 15c72367..1cd65ce6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4290,7 +4290,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - // Using Shortcut() with ImGuiInputFlags_FocusRouting flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Using Shortcut() with ImGuiInputFlags_RouteFocused flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) // Otherwise we could simply assume that we own the keys as we are active. const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat; const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); From d576724bfd6b8a1606194050a3bf52d997048999 Mon Sep 17 00:00:00 2001 From: ocornut Date: Thu, 3 Nov 2022 19:21:25 +0100 Subject: [PATCH 7/9] Inputs: made ImGuiInputFlags_RouteFocused the default for Shortcut(). (#456, #2637, #3724) --- imgui.cpp | 14 ++++++++------ imgui_internal.h | 25 ++++++++++++++----------- 2 files changed, 22 insertions(+), 17 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index d04aec34..ca39168b 100644 --- a/imgui.cpp +++ b/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_); diff --git a/imgui_internal.h b/imgui_internal.h index 47a7b76e..8fc5cc28 100644 --- a/imgui_internal.h +++ b/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_, }; From 6c9c4879d906423e10399d5f11f9905961e2e8ab Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 26 Oct 2022 14:53:45 +0200 Subject: [PATCH 8/9] Inputs: made Shortcut() routing id defaults to current FocusScope ID. (#456, #2637, #3724) One idea being that this value can be easily locked (for blind menus) or manipulated (for queries from outside). --- imgui.cpp | 13 ++++++------- imgui_internal.h | 3 ++- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index ca39168b..f90809d7 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -7999,11 +7999,11 @@ ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); } -// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetID("") aka current ID stack. +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) { ImGuiContext& g = *GImGui; - return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentWindow->IDStack.back(); + return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; } ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) @@ -8049,7 +8049,7 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) // As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) // - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) // - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. -bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags, ImGuiWindow* location) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; if ((flags & ImGuiInputFlags_RouteMask_) == 0) @@ -8073,8 +8073,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI int score = 255; if (flags & ImGuiInputFlags_RouteFocused) { - if (location == NULL) - location = g.CurrentWindow; + ImGuiWindow* location = g.CurrentWindow; ImGuiWindow* focused = g.NavWindow; if (g.ActiveId != 0 && g.ActiveId == owner_id) @@ -8118,7 +8117,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI // Submit routing for NEXT frame (assuming score is sufficient) // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); - const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); // FIXME: Location + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); if (score < routing_data->RoutingNextScore) { @@ -8619,7 +8618,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags // 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)) + if (!SetShortcutRouting(key_chord, owner_id, flags)) return false; ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); diff --git a/imgui_internal.h b/imgui_internal.h index 8fc5cc28..807bc4eb 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2879,8 +2879,9 @@ namespace ImGui // - 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. + // - 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, ImGuiWindow* location = NULL); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); From 637ddfce09ce7324bb52f24fec52732b7c53edc0 Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 8 Nov 2022 20:06:04 +0100 Subject: [PATCH 9/9] Inputs, Nav: made it possible to remap CTRL+Tab (#4828, #3255, #5641) --- imgui.cpp | 12 ++++++++---- imgui_internal.h | 4 ++++ 2 files changed, 12 insertions(+), 4 deletions(-) diff --git a/imgui.cpp b/imgui.cpp index f90809d7..82628f62 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -11487,8 +11487,10 @@ static void ImGui::NavUpdateWindowing() // Start CTRL+Tab or Square+L/R window selection const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); - const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None); // Note: enabled even without NavEnableKeyboard! + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { @@ -11530,10 +11532,12 @@ static void ImGui::NavUpdateWindowing() if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (IsKeyPressed(ImGuiKey_Tab, true)) - NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); - if (!io.KeyCtrl) + if (keyboard_next_window || keyboard_prev_window) + NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) apply_focus_window = g.NavWindowingTarget; } diff --git a/imgui_internal.h b/imgui_internal.h index 807bc4eb..f3a34ee0 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1839,6 +1839,8 @@ struct ImGuiContext ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents @@ -2052,6 +2054,8 @@ struct ImGuiContext NavTabbingDir = 0; NavTabbingCounter = 0; + ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; + ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false;