Demo: added SetKeyOwner(), ImGuiInputFlags_LockThisFrame, ImGuiInputFlags_LockUntilRelease demo.

(relate to issues: 456, 2637, 2620, 2891, 3370, 3724, 4828, 5108, 5242, 5641)
This commit is contained in:
ocornut 2022-09-20 19:48:54 +02:00 committed by ocornut
parent 8be0723fb7
commit f1152e5d65

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@ -7339,6 +7339,8 @@ static void ShowDemoWindowColumns()
// [SECTION] ShowDemoWindowInputs()
//-----------------------------------------------------------------------------
#include "imgui_internal.h" // FIXME Until the new key owner/routing system are in public API this section of the demo needs internal (and is kept in a branch).
static void ShowDemoWindowInputs()
{
IMGUI_DEMO_MARKER("Inputs & Focus");
@ -7518,7 +7520,112 @@ static void ShowDemoWindowInputs()
}
ImGui::EndChild();
ImGui::PopStyleColor();
ImGui::TreePop();
}
// Ownership, Routings
IMGUI_DEMO_MARKER("Inputs & Focus/Key Ownership");
if (ImGui::TreeNode("Key Ownership"))
{
HelpMarker("See 'Tools->Metrics/Debugger->Inputs' to visualize ownership/routing data.");
// Demonstrate basic key ownership system
// Standard widgets all claim and test for key ownership
// (note that the ActiveId and HoveredId systems also generally prevents multiple items from interacting, but at a different level)
if (ImGui::TreeNode("1. Standard widgets taking input ownership"))
{
HelpMarker("Standard widgets claim and test for key ownership.\n\n\"Keys\" include mouse buttons, gamepad axises etc.");
const ImGuiKey key = ImGuiKey_MouseLeft; // Note how mouse and gamepad are also included in ImGuiKey: same data type for all.
const char* key_name = ImGui::GetKeyName(key);
ImGui::Text("Press '%s'", key_name);
ImGui::Text("1st read: (button)");
ImGui::Button("Click and Hold Me Tight!");
// Assume this is another piece of code running later.
// The *default* value for owner is ImGuiKeyOwner_Any, same as calling the simplified function:
// IsKeyDown(key) == IsKeyDown(key, ImGuiKeyOwner_Any)
// IsKeyPressed(key) == IsKeyPressed(key, ImGuiKeyOwner_Any)
// But notice the "bool repeat = true" parameter in old signature 'IsKeyPressed(key, repeat)'
// with the new signature becomes 'IsKeyPressed(key, owner, ImGuiInputFlags_Repeat)'
ImGui::Text("2nd read: (NOT owner-aware)");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key) ? "PRESSED!" : "..");
ImGui::Text("3rd read: (owner-aware: ImGuiKeyOwner_NoOwner)");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, ImGuiKeyOwner_NoOwner) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) ? "PRESSED!" : "..");
ImGuiID another_owner = ImGui::GetID("AnotherItem");
ImGui::Text("4nd read: (owner-aware: different owner)");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, another_owner) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, ImGuiInputFlags_Repeat, another_owner) ? "PRESSED!" : "..");
ImGui::TreePop();
}
if (ImGui::TreeNode("2. Calling SetKeyOwner()"))
{
const ImGuiKey key = ImGuiKey_A;
const char* key_name = ImGui::GetKeyName(key);
ImGui::Text("Press '%s'", key_name);
ImGui::Text("1st read:");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, false) ? "PRESSED!" : "..");
ImGui::Text("...when pressed, call SetKeyOwner() with an owner ID.");
ImGuiID owner_1 = ImGui::GetID("MyItemID");
if (ImGui::IsKeyPressed(key, ImGuiInputFlags_Repeat, owner_1))
ImGui::SetKeyOwner(key, owner_1);
// Assume this is another piece of code running later.
// (same comments as in section 1)
ImGui::Text("2nd read: (NOT owner-aware)");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key) ? "PRESSED!" : "..");
ImGui::Text("3rd read: (owner-aware: ImGuiKeyOwner_NoOwner)");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, ImGuiKeyOwner_NoOwner) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, ImGuiInputFlags_Repeat, ImGuiKeyOwner_NoOwner) ? "PRESSED!" : "..");
ImGuiID another_owner = ImGui::GetID("AnotherItem");
ImGui::Text("4th read: (owner-aware: different owner)");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, another_owner) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, ImGuiInputFlags_Repeat, another_owner) ? "PRESSED!" : "..");
ImGui::TreePop();
}
// Demonstrate using SetKeyOwner() with ImGuiInputFlags_LockThisFrame / ImGuiInputFlags_LockUntilRelease flags.
// - Using an owner id solves all/most cases as long as everyone is "owner-id-aware",
// meaning they call the long form of IsKeyXXX function. This is the preferred way to do things.
// - Using ImGuiInputFlags_LockXXXX flags is a way to prevent code that is NOT owner-id-aware from accessing the key.
// Think of it as "eating" a key completely: only same owner ID can access the key/button.
if (ImGui::TreeNode("3. Calling SetKeyOwner() with ImGuiInputFlags_LockXXX flags for non-owner-aware code"))
{
const ImGuiKey key = ImGuiKey_B;
const char* key_name = ImGui::GetKeyName(key);
ImGui::Text("Press '%s'", key_name);
static bool lock_this_frame = false;
static bool lock_until_release = false;
ImGui::Text("1st read:");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, false) ? "PRESSED!" : "..");
ImGui::Text("...when pressed, call SetKeyOwner() with:");
ImGui::Checkbox("ImGuiInputFlags_LockThisFrame", &lock_this_frame);
ImGui::Checkbox("ImGuiInputFlags_LockUntilRelease", &lock_until_release);
if (ImGui::IsKeyPressed(key, false) && (lock_this_frame || lock_until_release))
ImGui::SetKeyOwner(key, 0, (lock_this_frame ? ImGuiInputFlags_LockThisFrame : 0) | (lock_until_release ? ImGuiInputFlags_LockUntilRelease : 0));
// Assume this is another piece of code running later. The calls are not owner-aware,
// due to the lock they won't be able to see the key.
ImGui::Text("2nd read: (NOT owner-aware)");
ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, false) ? "PRESSED!" : "..");
ImGui::TreePop();
}
ImGui::TreePop();
}