From 7747106647189ceac63219b482b0743bfaf212c3 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 15 May 2024 18:34:21 +0200 Subject: [PATCH] Inputs: swap Ctrl and Cmd on macOS X, remove ImGuiMod_Shortcut. (#2343, #4084, #5923, #456) --- docs/CHANGELOG.txt | 12 ++++++++++++ imgui.cpp | 38 ++++++++++++++++++++++---------------- imgui.h | 15 ++++++++------- imgui_demo.cpp | 1 + imgui_internal.h | 20 ++++++++++---------- imgui_widgets.cpp | 19 ++++++++++--------- 6 files changed, 63 insertions(+), 42 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index ef9f53016..ec91aee52 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -41,12 +41,24 @@ HOW TO UPDATE? Breaking changes: +- Inputs: removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super, + it is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) + Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete). - Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously overlooked from the API but it will facilitate eventual support for multi-viewports. Other changes: +- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(). + (#2343, #4084, #5923, #456) + - Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut + for both Windows and Mac style users. + - Removed ImGuiMod_Shortcut which was previously dynamically mapping to Ctrl or Cmd/Super, + it now always redirect to Ctrl (kept redirection enum). + - Fixes variety of code which inconsistently required using Ctrl instead of Cmd, + e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084) + - Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828) - Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken. - Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet] diff --git a/imgui.cpp b/imgui.cpp index abf0695a4..2a6c63691 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1490,7 +1490,17 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) ImGuiContext& g = *Ctx; IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. - IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself) + + // MacOS: swap Cmd(Super) and Ctrl + if (g.IO.ConfigMacOSXBehaviors) + { + if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } + else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } + else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_RightCtrl; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } + else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_RightSuper; } + } // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO @@ -8276,7 +8286,7 @@ ImGuiID ImGui::GetID(const void* ptr_id) ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord) { - // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); if (IsModKey(key)) { @@ -8289,8 +8299,6 @@ ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord) if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) key_chord |= ImGuiMod_Super; } - if (key_chord & ImGuiMod_Shortcut) - return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); return key_chord; } @@ -8300,7 +8308,7 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) // Special storage location for mods if (key & ImGuiMod_Mask_) - key = ConvertSingleModFlagToKey(ctx, key); + key = ConvertSingleModFlagToKey(key); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); @@ -8351,10 +8359,10 @@ IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); const char* ImGui::GetKeyName(ImGuiKey key) { - ImGuiContext& g = *GImGui; #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); #else + ImGuiContext& g = *GImGui; if (IsLegacyKey(key)) { if (g.IO.KeyMap[key] == -1) @@ -8366,14 +8374,13 @@ const char* ImGui::GetKeyName(ImGuiKey key) if (key == ImGuiKey_None) return "None"; if (key & ImGuiMod_Mask_) - key = ConvertSingleModFlagToKey(&g, key); + key = ConvertSingleModFlagToKey(key); if (!IsNamedKey(key)) return "Unknown"; return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; } -// ImGuiMod_Shortcut is translated to either Ctrl or Super. const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; @@ -8382,7 +8389,7 @@ const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", (key_chord & ImGuiMod_Shift) ? "Shift+" : "", (key_chord & ImGuiMod_Alt) ? "Alt+" : "", - (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", + (key_chord & ImGuiMod_Super) ? "Super+" : "", GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); return g.TempKeychordName; } @@ -8501,8 +8508,8 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (key == ImGuiKey_None) - key = ConvertSingleModFlagToKey(&g, mods); - IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function. + 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). @@ -8575,7 +8582,7 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); - const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super)); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Ctrl)); if (ignore_char_inputs) return false; @@ -8598,7 +8605,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None); - // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. key_chord = FixupKeyChord(&g, key_chord); // [DEBUG] Debug break requested by user @@ -8635,7 +8642,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI { ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); if (key == ImGuiKey_None) - key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_)); + key = ConvertSingleModFlagToKey((ImGuiKey)(key_chord & ImGuiMod_Mask_)); if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) return false; } @@ -9565,7 +9572,6 @@ void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, I if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } - if (key_chord & ImGuiMod_Shortcut) { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); } if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } } @@ -9608,7 +9614,7 @@ bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiIn // Special storage location for mods ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); if (key == ImGuiKey_None) - key = ConvertSingleModFlagToKey(&g, mods); + key = ConvertSingleModFlagToKey(mods); if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_))) return false; return true; diff --git a/imgui.h b/imgui.h index 4ee7f4a48..42c0f2a35 100644 --- a/imgui.h +++ b/imgui.h @@ -28,7 +28,7 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') #define IMGUI_VERSION "1.90.7 WIP" -#define IMGUI_VERSION_NUM 19062 +#define IMGUI_VERSION_NUM 19063 #define IMGUI_HAS_TABLE /* @@ -1425,13 +1425,13 @@ enum ImGuiKey : int // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call. ImGuiMod_None = 0, - ImGuiMod_Ctrl = 1 << 12, // Ctrl + ImGuiMod_Ctrl = 1 << 12, // Ctrl (non-macOS), Cmd (macOS) ImGuiMod_Shift = 1 << 13, // Shift ImGuiMod_Alt = 1 << 14, // Option/Menu - ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows - ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS). - ImGuiMod_Mask_ = 0xF800, // 5-bits + ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) + ImGuiMod_Mask_ = 0xF000, // 4-bits // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) @@ -1448,6 +1448,7 @@ enum ImGuiKey : int #endif #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 #endif @@ -2093,7 +2094,7 @@ struct ImGuiIO // Miscellaneous options bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. - bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). @@ -2224,7 +2225,7 @@ struct ImGuiIO bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows // Other state maintained from data above + IO function calls - ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame() + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame() ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index f144572b9..6a34e40f2 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -491,6 +491,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors); + ImGui::SameLine(); HelpMarker("Swap Cmd<>Ctrl keys, enable various MacOS style behaviors."); ImGui::Text("Also see Style->Rendering for rendering options."); ImGui::SeparatorText("Debug"); diff --git a/imgui_internal.h b/imgui_internal.h index e2350cfea..9c149d04a 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1408,7 +1408,7 @@ typedef ImS16 ImGuiKeyRoutingIndex; struct ImGuiKeyRoutingData { ImGuiKeyRoutingIndex NextEntryIndex; - ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImU8 RoutingCurrScore; // [DEBUG] For debug display ImU8 RoutingNextScore; // Lower is better (0: perfect score) ImGuiID RoutingCurr; @@ -2101,8 +2101,8 @@ 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 + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiKey_Tab on OS X). For reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab (or ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab on OS X) 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 @@ -2357,8 +2357,10 @@ struct ImGuiContext NavTabbingDir = 0; NavTabbingCounter = 0; - ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; - ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; + // All platforms use Ctrl+Tab but Ctrl<>Super are swapped on Mac... + // FIXME: Because this value is stored, it annoyingly interfere with toggling io.ConfigMacOSXBehaviors updating this.. + ConfigNavWindowingKeyNext = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiKey_Tab); + ConfigNavWindowingKeyPrev = IO.ConfigMacOSXBehaviors ? (ImGuiMod_Super | ImGuiMod_Shift | ImGuiKey_Tab) : (ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab); NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; @@ -3207,7 +3209,7 @@ namespace ImGui // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } - inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; } + inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super; } inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } @@ -3215,14 +3217,12 @@ namespace ImGui inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord); - inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) { - ImGuiContext& g = *ctx; if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; - if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl); return key; } @@ -3255,7 +3255,7 @@ namespace ImGui IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord 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(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->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. diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 97b792d11..bf47709c6 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4309,6 +4309,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetKeyOwner(ImGuiKey_PageUp, id); SetKeyOwner(ImGuiKey_PageDown, id); } + // FIXME: May be a problem to always steal Alt on OSX, would ideally still allow an uninterrupted Alt down-up to toggle menu if (is_osx) SetKeyOwner(ImGuiMod_Alt, id); } @@ -4457,7 +4458,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Process regular text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. - const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeyCtrl); if (io.InputQueueCharacters.Size > 0) { if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) @@ -4487,17 +4488,17 @@ 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_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_startend_key_down = is_osx && io.KeyCtrl && !io.KeySuper && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) 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 f_repeat = ImGuiInputFlags_Repeat; - const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; - const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; - const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; - const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id); + const bool is_cut = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Ctrl | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Ctrl | ImGuiKey_A, id); // 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; @@ -4531,7 +4532,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { if (is_wordmove_key_down) state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); - else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) + else if (is_osx && io.KeyCtrl && !io.KeyAlt && !io.KeySuper) state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);