mirror of
https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # examples/example_win32_directx10/main.cpp # examples/example_win32_directx11/main.cpp # examples/example_win32_directx12/main.cpp # imgui.cpp
This commit is contained in:
133
imgui_internal.h
133
imgui_internal.h
@@ -176,7 +176,6 @@ typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // E
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typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
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typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
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typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow();
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typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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@@ -854,7 +853,8 @@ enum ImGuiItemStatusFlags_
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ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
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ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
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ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
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ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid
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ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid.
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ImGuiItemStatusFlags_HasShortcut = 1 << 10, // g.LastItemData.Shortcut valid. Set by SetNextItemShortcut() -> ItemAdd().
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// Additional status + semantic for ImGuiTestEngine
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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@@ -1207,6 +1207,7 @@ struct ImGuiNextItemData
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ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
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float Width; // Set by SetNextItemWidth()
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ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
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ImGuiInputFlags ShortcutFlags; // Set by SetNextItemShortcut()
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiCond OpenCond : 8;
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@@ -1222,9 +1223,10 @@ struct ImGuiLastItemData
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ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
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ImRect Rect; // Full rectangle
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ImRect NavRect; // Navigation scoring rectangle (not displayed)
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// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set.
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ImRect DisplayRect; // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set)
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ImRect ClipRect; // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set)
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// Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags ar set.
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ImRect DisplayRect; // Display rectangle. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) is set.
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ImRect ClipRect; // Clip rectangle at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasClipRect) is set..
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ImGuiKeyChord Shortcut; // Shortcut at the time of submitting item. ONLY VALID IF (StatusFlags & ImGuiItemStatusFlags_HasShortcut) is set..
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ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
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};
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@@ -1423,7 +1425,8 @@ struct ImGuiInputEvent
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// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
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#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
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#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner.
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#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner.
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//#define ImGuiKeyOwner_None ImGuiKeyOwner_NoOwner // We previously called this 'ImGuiKeyOwner_None' but it was inconsistent with our pattern that _None values == 0 and quite dangerous. Also using _NoOwner makes the IsKeyPressed() calls more explicit.
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typedef ImS16 ImGuiKeyRoutingIndex;
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@@ -1437,7 +1440,7 @@ struct ImGuiKeyRoutingData
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ImGuiID RoutingCurr;
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ImGuiID RoutingNext;
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ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; }
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ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; }
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};
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// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
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@@ -1461,74 +1464,48 @@ struct ImGuiKeyOwnerData
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bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
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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.
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ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; }
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ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; }
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};
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// Extend ImGuiInputFlags_
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// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
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// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
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enum ImGuiInputFlags_
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enum ImGuiInputFlagsPrivate_
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{
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// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
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ImGuiInputFlags_None = 0,
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// Repeat mode
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ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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// - Repeat mode
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ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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// Repeat mode: Specify when repeating key pressed can be interrupted.
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// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
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// - Repeat mode: Specify when repeating key pressed can be interrupted.
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// - In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
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ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
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ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
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ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
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ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
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// Flags for SetItemKeyOwner()
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// - Condition
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ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
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ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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// Flags for SetKeyOwner(), SetItemKeyOwner()
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// Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
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// - Locking key away from non-input aware code. Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
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ImGuiInputFlags_LockThisFrame = 1 << 10, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
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ImGuiInputFlags_LockUntilRelease = 1 << 11, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
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// Routing policies for Shortcut() + low-level SetShortcutRouting()
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// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
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// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
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// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
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// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
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// The whole system is order independent, so if Child1 does it calls before Parent results will be identical.
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// This is an important property as it facilitate working with foreign code or larger codebase.
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// - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'.
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// - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
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// allowing the system to decide where to route the input among other route-aware calls.
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// (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)).
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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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// 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_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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// [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_RouteTypeMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalHighest | ImGuiInputFlags_RouteAlways,
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ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
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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_RouteTypeMask_ | ImGuiInputFlags_RouteUnlessBgFocused,
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ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,
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ImGuiInputFlags_SupportedBySetNextItemShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_ | ImGuiInputFlags_Tooltip,
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ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
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ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
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};
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@@ -2206,9 +2183,9 @@ struct ImGuiContext
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ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
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float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
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// [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system
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// Key/Input Ownership + Shortcut Routing system
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// - The idea is that instead of "eating" a given key, we can link to an owner.
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// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
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// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
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// - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
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double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)
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double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
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@@ -3494,7 +3471,7 @@ namespace ImGui
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// [EXPERIMENTAL] Low-Level: Key/Input Ownership
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// - The idea is that instead of "eating" a given input, we can link to an owner id.
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// - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
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// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
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// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID.
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// - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
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// - Input ownership is automatically released on the frame after a key is released. Therefore:
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// - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).
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@@ -3502,12 +3479,12 @@ namespace ImGui
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// - 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.
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// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
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// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
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IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
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IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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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());'.
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IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
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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]; }
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IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
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IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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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());'.
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IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
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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]; }
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// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
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// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
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@@ -3515,32 +3492,32 @@ namespace ImGui
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// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
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// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
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// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
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IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
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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.
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IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
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IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
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IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 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.
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IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
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IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id = 0);
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IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
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IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
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IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
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// [EXPERIMENTAL] Shortcut Routing
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// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
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// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
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// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
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// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
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// - 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.
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// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
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// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
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// - Multiple read sites may use the same owner id and will all get the granted route.
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// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
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// - TL;DR;
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// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
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// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
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IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord);
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IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
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IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
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IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
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// Shortcut Testing & Routing
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// - Set Shortcut() and SetNextItemShortcut() in imgui.h
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// - When a policy (except for ImGuiInputFlags_RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
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// allowing the system to decide where to route the input among other route-aware calls.
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// (* using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key) and bypassing route registration and check)
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// - When using one of the routing option:
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// - The default route is ImGuiInputFlags_RouteFocused (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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// - Routes are requested given a chord (key + modifiers) and a routing policy.
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// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
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// - Each route may be granted to a single owner. When multiple requests are made we have policies to select the winning route (e.g. deep most window).
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// - Multiple read sites may use the same owner id can all access the granted route.
|
||||
// - When owner_id is 0 we use the current Focus Scope ID as a owner ID in order to identify our location.
|
||||
// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute()
|
||||
// e.g. if you have a tool window associated to a document, and you want document shortcuts to run when the tool is focused.
|
||||
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id);
|
||||
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id, ImGuiID focus_scope_id); // routing policy and owner_id needs to be explicit and cannot be 0
|
||||
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
|
||||
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
|
||||
|
||||
// Docking
|
||||
|
||||
Reference in New Issue
Block a user