Inputs: refacotr/extract CalcRoutingScore() out of SetShortcutRouting(), easier to follow with early returns.

+ clarified comments about GetMouseCursor() #5739
This commit is contained in:
ocornut 2022-11-09 16:32:30 +01:00
parent b8b0f9d02e
commit cda26635cd
2 changed files with 55 additions and 51 deletions

100
imgui.cpp
View File

@ -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;

View File

@ -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