Internals: Shortcuts: *Breaking* : rename ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest (#456)
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imgui.cpp
22
imgui.cpp
@ -8534,11 +8534,11 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
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}
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// Current score encoding (lower is highest priority):
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// - 0: ImGuiInputFlags_RouteGlobalHigh
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// - 0: ImGuiInputFlags_RouteGlobalHighest
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// - 1: ImGuiInputFlags_RouteFocused (if item active)
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// - 2: ImGuiInputFlags_RouteGlobal
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// - 2: ImGuiInputFlags_RouteGlobalOverFocused
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// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
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// - 254: ImGuiInputFlags_RouteGlobalLow
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// - 254: ImGuiInputFlags_RouteGlobal
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// - 255: never route
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// 'flags' should include an explicit routing policy
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static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
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@ -8568,10 +8568,10 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
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return 255;
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}
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// ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
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if (flags & ImGuiInputFlags_RouteGlobal)
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// ImGuiInputFlags_RouteGlobalHighest is default, so calls without flags are not conditional
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if (flags & ImGuiInputFlags_RouteGlobalOverFocused)
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return 2;
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if (flags & ImGuiInputFlags_RouteGlobalLow)
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if (flags & ImGuiInputFlags_RouteGlobal)
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return 254;
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return 0;
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}
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@ -8603,7 +8603,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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{
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ImGuiContext& g = *GImGui;
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if ((flags & ImGuiInputFlags_RouteMask_) == 0)
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flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
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flags |= ImGuiInputFlags_RouteGlobalHighest; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
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else
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IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
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IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None);
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@ -8622,7 +8622,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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// Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this?
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if (flags & ImGuiInputFlags_RouteAlways)
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{
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IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags);
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IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always, no register\n", GetKeyChordName(key_chord), owner_id, flags);
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return true;
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}
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@ -8641,7 +8641,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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}
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// ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
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if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys)
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if ((flags & ImGuiInputFlags_RouteGlobalHighest) == 0 && g.ActiveIdUsingAllKeyboardKeys)
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{
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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if (key == ImGuiKey_None)
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@ -12766,7 +12766,7 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
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g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
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// Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
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// Manually register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHighest in the Shortcut() calls instead would probably be correct but may have more side-effects.
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if (keyboard_next_window || keyboard_prev_window)
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SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
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}
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@ -15802,7 +15802,7 @@ void ImGui::ShowIDStackToolWindow(bool* p_open)
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Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
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SameLine();
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TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
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if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobal))
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if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, 0, ImGuiInputFlags_RouteGlobalOverFocused))
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{
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tool->CopyToClipboardLastTime = (float)g.Time;
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char* p = g.TempBuffer.Data;
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@ -1485,23 +1485,24 @@ enum ImGuiInputFlags_
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// - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register
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// a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority
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// is claiming the same shortcut.
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// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute().
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// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
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// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute()
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// e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused.
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// - Priorities: GlobalHighest > Focused (if owner is active item) > GlobalOverFocused > Focused (if in focused window) > Global.
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// - Can select only 1 policy among all available.
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ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
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ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority.
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ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
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ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this)
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ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly.
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ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
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ImGuiInputFlags_RouteGlobal = 1 << 13, // Register route globally (normal priority: unless a focused window or active item registered the route) -> recommended Global priority.
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ImGuiInputFlags_RouteGlobalOverFocused = 1 << 14, // Register route globally (higher priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
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ImGuiInputFlags_RouteGlobalHighest = 1 << 15, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this)
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ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly.
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// Routing polices: extra options
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ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
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ImGuiInputFlags_RouteUnlessBgFocused = 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
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// [Internal] Mask of which function support which flags
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ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
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ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
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ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
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ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
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ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalHighest, // _Always not part of this!
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ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
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ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
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