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https://github.com/xemu-project/imgui.git
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Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of compile-time. (#5923, #456)
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// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
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// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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@ -1,4 +1,4 @@
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// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
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// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// Implemented features:
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@ -57,6 +57,9 @@ Other changes:
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frame (and associated lower-level functions e.g. ScrollToRectEx()) from not centering item. (#5902)
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- Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code
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from accessing keys. (#5888, #4921, #456)
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- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of
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compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it
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easier for bindings generators to process that value. (#5923, #456)
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- Inputs: fixed moving a window or drag and dropping from capturing mods. (#5888, #4921, #456)
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- Layout: fixed End()/EndChild() incorrectly asserting if users manipulates cursor position
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inside a collapsed/culled window and IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. (#5548, #5911)
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@ -294,7 +294,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font: fix AddRemapChar() to work before atlas has been built.
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- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
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- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
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- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
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- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
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- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
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! nav: never clear NavId on some setup (e.g. gamepad centric)
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15
imgui.cpp
15
imgui.cpp
@ -1343,6 +1343,7 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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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.
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IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
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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)
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// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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@ -4241,7 +4242,6 @@ static void ImGui::UpdateKeyboardInputs()
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#undef NAV_MAP_KEY
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}
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#endif
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#endif
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools, update aliases
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@ -7959,9 +7959,12 @@ const char* ImGui::GetKeyName(ImGuiKey key)
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return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
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}
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// ImGuiMod_Shortcut is translated to either Ctrl or Super.
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void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
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{
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ImGuiContext& g = *GImGui;
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if (key_chord & ImGuiMod_Shortcut)
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key_chord = ConvertShortcutMod(key_chord);
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ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
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(key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
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(key_chord & ImGuiMod_Shift) ? "Shift+" : "",
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@ -8037,6 +8040,8 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
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ImGuiContext& g = *GImGui;
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ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
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ImGuiKeyRoutingData* routing_data;
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if (key_chord & ImGuiMod_Shortcut)
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key_chord = ConvertShortcutMod(key_chord);
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
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if (key == ImGuiKey_None)
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@ -8154,7 +8159,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI
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bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
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{
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const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
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ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
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ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
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return routing_data->RoutingCurr == routing_id;
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}
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@ -8645,12 +8650,14 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
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if (!SetShortcutRouting(key_chord, owner_id, flags))
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return false;
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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if (key_chord & ImGuiMod_Shortcut)
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key_chord = ConvertShortcutMod(key_chord);
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ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
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if (g.IO.KeyMods != mods)
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return false;
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// Special storage location for mods
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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if (key == ImGuiKey_None)
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key = ConvertSingleModFlagToKey(mods);
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@ -8766,7 +8773,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
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// One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
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// It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
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// send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
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// We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
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// We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
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// while still correctly asserting on mid-frame key press events.
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const ImGuiKeyChord key_mods = GetMergedModsFromBools();
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IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
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14
imgui.h
14
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89.2 WIP"
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#define IMGUI_VERSION_NUM 18911
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#define IMGUI_VERSION_NUM 18912
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#define IMGUI_HAS_TABLE
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/*
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@ -1431,7 +1431,7 @@ enum ImGuiKey : int
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ImGuiKey_GamepadRStickUp, // [Analog]
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ImGuiKey_GamepadRStickDown, // [Analog]
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// Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
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// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
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// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
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ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
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@ -1452,12 +1452,8 @@ enum ImGuiKey : int
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ImGuiMod_Shift = 1 << 13,
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ImGuiMod_Alt = 1 << 14, // Option/Menu
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ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
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ImGuiMod_Mask_ = 0xF000,
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#if defined(__APPLE__)
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ImGuiMod_Shortcut = ImGuiMod_Super,
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#else
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ImGuiMod_Shortcut = ImGuiMod_Ctrl,
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#endif
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ImGuiMod_Shortcut = 1 << 11, // [Internal, read-only] Alias of ImGuiMod_Super (macOS) or ImGuiMod_Ctrl (otherwise), decided by io.ConfigMacOSXBehaviors.
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ImGuiMod_Mask_ = 0xF800, // 5-bits
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// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
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// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
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@ -2028,7 +2024,7 @@ struct ImGuiIO
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bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
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// Other state maintained from data above + IO function calls
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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()
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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()
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ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
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bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
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ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
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@ -1295,7 +1295,7 @@ typedef ImS16 ImGuiKeyRoutingIndex;
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struct ImGuiKeyRoutingData
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{
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ImGuiKeyRoutingIndex NextEntryIndex;
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ImU16 Mods; // Technically we'd only need 4 bits but for simplify we store ImGuiMod_ values which need 16 bits.
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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.
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ImU8 RoutingNextScore; // Lower is better (0: perfect score)
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ImGuiID RoutingCurr;
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ImGuiID RoutingNext;
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@ -2864,18 +2864,21 @@ namespace ImGui
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// Inputs
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// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
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inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
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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; }
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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; }
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inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
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inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
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inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
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inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
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inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
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inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); }
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inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key)
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{
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ImGuiContext& g = *GImGui;
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if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;
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if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;
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if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;
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if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;
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if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl);
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return key;
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}
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