Inputs: refacotr/extract CalcRoutingScore() out of SetShortcutRouting(), easier to follow with early returns.
+ clarified comments about GetMouseCursor() #5739
This commit is contained in:
parent
b8b0f9d02e
commit
cda26635cd
100
imgui.cpp
100
imgui.cpp
@ -8042,6 +8042,53 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
|
||||
return routing_data;
|
||||
}
|
||||
|
||||
// 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: never route
|
||||
// 'flags' should include an explicit routing policy
|
||||
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
|
||||
{
|
||||
if (flags & ImGuiInputFlags_RouteFocused)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* focused = g.NavWindow;
|
||||
|
||||
// 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)
|
||||
if (owner_id != 0 && g.ActiveId == owner_id)
|
||||
return 1;
|
||||
|
||||
// Score based on distance to focused window (lower is better)
|
||||
// Assuming both windows are submitting a routing request,
|
||||
// - 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 -> Window scores 4 (best), Window/ChildB doesn't have a score.
|
||||
if (focused != NULL && focused->RootWindow == location->RootWindow)
|
||||
for (int next_score = 3; focused != NULL; next_score++)
|
||||
{
|
||||
if (focused == location)
|
||||
{
|
||||
IM_ASSERT(next_score < 255);
|
||||
return next_score;
|
||||
}
|
||||
focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
|
||||
}
|
||||
return 255;
|
||||
}
|
||||
|
||||
// ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
|
||||
if (flags & ImGuiInputFlags_RouteGlobal)
|
||||
return 2;
|
||||
if (flags & ImGuiInputFlags_RouteGlobalLow)
|
||||
return 254;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// 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.
|
||||
@ -8063,54 +8110,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
|
||||
if (flags & ImGuiInputFlags_RouteAlways)
|
||||
return true;
|
||||
|
||||
// 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;
|
||||
if (flags & ImGuiInputFlags_RouteFocused)
|
||||
{
|
||||
ImGuiWindow* location = g.CurrentWindow;
|
||||
ImGuiWindow* focused = g.NavWindow;
|
||||
|
||||
if (g.ActiveId != 0 && g.ActiveId == owner_id)
|
||||
{
|
||||
// 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 = 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 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 -> 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
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
}
|
||||
const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
|
||||
if (score == 255)
|
||||
return false;
|
||||
|
||||
@ -8349,6 +8349,10 @@ void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
|
||||
g.IO.MouseClickedPos[button] = g.IO.MousePos;
|
||||
}
|
||||
|
||||
// Get desired mouse cursor shape.
|
||||
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
|
||||
// updated during the frame, and locked in EndFrame()/Render().
|
||||
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
|
||||
ImGuiMouseCursor ImGui::GetMouseCursor()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
6
imgui.h
6
imgui.h
@ -172,7 +172,7 @@ typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A
|
||||
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
|
||||
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
|
||||
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
|
||||
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
|
||||
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
|
||||
typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
|
||||
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
|
||||
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
|
||||
@ -908,8 +908,8 @@ namespace ImGui
|
||||
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
|
||||
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
|
||||
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
|
||||
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
||||
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
|
||||
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
||||
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
|
||||
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
|
||||
|
||||
// Clipboard Utilities
|
||||
|
Loading…
Reference in New Issue
Block a user