Merge branch 'master' into docking

This commit is contained in:
ocornut 2024-05-24 16:08:37 +02:00
commit fee0210592
6 changed files with 263 additions and 165 deletions

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@ -56,39 +56,52 @@ Breaking changes:
Other changes:
- Inputs: added Shortcut() function (w/ routing policies) in public API. (#456, #2637)
- using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- checks that CTRL+C is pressed,
- and that current window is in focus stack,
- and that no other requests for CTRL+C have been made from deeper locations of the window/item stack.
- Added ImGuiInputFlags_RouteFocused, ImGuiInputFlags_RouteGlobal and other flags
related to routing policies. (#456, #2637)
- Added ImGuiInputFlags_Repeat for use by Shortcut() and by upcoming (still internal)
extended rework of various input functions.
- About routing system and routing policies:
The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
- Windows: BeginChild(): fixed auto-fit calculation when using either (not both) ResizeX/ResizeY
and double-clicking on a border. Calculation incorrectly didn't always account for scrollbar as
it assumed the other axis would also be auto-fit. (#1710)
- Inputs: added shortcut and routing system in public API. (#456, #2637)
- The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
This is an important property as it facilitate working with foreign code or larger codebase.
- Inputs: added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
an item (depending on specified routing policy). Items like buttons are not fully activated, in
the sense that they get pressed but an active e.g. InputText() won't be deactivated. (#456)
- Added ImGuiInputFlags_Tooltip to automatically show a tooltip when hovering item.
- Using e.g. ImGuiInputFlags_RouteGlobal the item shortcut may be executed even if its
window is not in focus stack.
- Added Shortcut() function:
e.g. Using ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- checks that CTRL+C is pressed,
- and that current window is in focus stack,
- and that no other requests for CTRL+C have been made from higher priority locations
(e.g. deeper in the window/item stack).
- Added SetNextItemShortcut() to set a shortcut to locally or remotely press or activate
an item (depending on specified routing policy: using ImGuiInputFlags_RouteGlobal the item
shortcut may be executed even if its window is not in focus stack).
Items like buttons are not fully activated, in the sense that they get pressed but another
active item, e.g. InputText() won't be deactivated.
- Added routing policies for Shortcut(), SetNextItemShortcut(): (#456, #2637)
- ImGuiInputFlags_RouteFocused: focus stack route (default)
- ImGuiInputFlags_RouteActive: only route to active item
- ImGuiInputFlags_RouteGlobal: route globally, unless a focus route claim shame shortcut.
- ImGuiInputFlags_RouteAlways: no routing submission, no routing check.
- Added other shortcut/routing options: (#456, #2637)
- ImGuiInputFlags_Repeat: for use by Shortcut() and by upcoming rework of various
input functions (which are still internal for now).
- ImGuiInputFlags_Tooltip: for SetNextItemShortcut() to show a tooltip when hovering item.
- ImGuiInputFlags_RouteGlobalOverFocused
- ImGuiInputFlags_RouteGlobalOverActive
- ImGuiInputFlags_RouteUnlessBgFocused
- ImGuiInputFlags_RouteFromRootWindow
- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
- Inputs: (OSX) Ctrl+Left Click alias as a Right click. (#2343) [@haldean, @ocornut]
- Inputs: Fixed ImGui::GetKeyName(ImGuiKey_None) from returning "N/A" or "None" depending
on value of IMGUI_DISABLE_OBSOLETE_KEYIO. It always returns "None".
- Windows: BeginChild(): fixed visibility of fully clipped child windows and tables to Test Engine.
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
- Tables: fixed cell background of fully clipped row overlapping with header. (#7575, #7041) [@prabuinet]
- Demo: Added "Inputs & Focus -> Shortcuts" section. (#456, #2637)
- Demo: Documents: Added shortcuts and renaming tabs/documents. (#7233)
- Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen
locking without burning resources by running unthrottled code. (#2496, #3907, #6308, #7615)
- Backends: all backends + demo now call IMGUI_CHECKVERSION() to verify ABI compatibility between caller
@ -103,9 +116,12 @@ Breaking changes IF you were using imgui_internal.h versions of Shortcut() or ow
versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this version:
- Inputs (Internals) Renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more
explicit and reduce confusion with the fact it is a non-zero value and cannot be the
default value.
- Inputs (Internals) Shortcut(), SetShortcutRouting(): swapped last two parameters order
explicit and reduce confusion with the fact it is a non-zero value and cannot be a default.
- Inputs (Internals): Renamed symbols global routes:
Renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal (this is the suggest global route)
Renamed ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused (override focused route)
Renamed ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest
- Inputs (Internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order
in function signatures:
Before: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
After: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
@ -115,6 +131,7 @@ versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked() prior to this
After: IsKeyPressed(ImGuiKey key, ImGuiInputFlags flags, ImGuiID owner_id = 0);
Before: IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
After: IsMouseClicked(ImGuiMouseButton button, ImGuiInputFlags flags, ImGuiID owner_id = 0);
- For several reasons those changes makes sense. They are being made because making some of
those API public. Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.

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@ -203,6 +203,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
- shortcuts: store multiple keychords in ImGuiKeyChord
- shortcuts: Hovered route (lower than Focused, higher than Global)
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))

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@ -439,6 +439,7 @@ CODE
If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
- 2024/05/22 (1.90.7) - inputs (internals): renamed ImGuiKeyOwner_None to ImGuiKeyOwner_NoOwner, to make use more explicit and reduce confusion with the default it is a non-zero value and cannot be the default value (never made public, but disclosing as I expect a few users caught on owner-aware inputs).
- inputs (internals): renamed ImGuiInputFlags_RouteGlobalLow -> ImGuiInputFlags_RouteGlobal, ImGuiInputFlags_RouteGlobal -> ImGuiInputFlags_RouteGlobalOverFocused, ImGuiInputFlags_RouteGlobalHigh -> ImGuiInputFlags_RouteGlobalHighest.
- inputs (internals): Shortcut(), SetShortcutRouting(): swapped last two parameters order in function signatures:
- old: Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
- new: Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0, ImGuiID owner_id = 0);
@ -6143,10 +6144,18 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
size_max = g.PlatformIO.Monitors[monitor_idx].WorkSize - style.DisplaySafeAreaPadding * 2.0f;
ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, size_max));
// FIXME: CalcWindowAutoFitSize() doesn't take into account that only one axis may be auto-fit when calculating scrollbars,
// we may need to compute/store three variants of size_auto_fit, for x/y/xy.
// Here we implement a workaround for child windows only, but a full solution would apply to normal windows as well:
if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && !(window->ChildFlags & ImGuiChildFlags_ResizeY))
size_auto_fit.y = window->SizeFull.y;
else if (!(window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->ChildFlags & ImGuiChildFlags_ResizeY))
size_auto_fit.x = window->SizeFull.x;
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
if (will_have_scrollbar_x)
size_auto_fit.y += style.ScrollbarSize;
@ -6358,6 +6367,7 @@ static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& si
if (held && g.IO.MouseDoubleClicked[0])
{
// Double-clicking bottom or right border auto-fit on this axis
// FIXME: CalcWindowAutoFitSize() doesn't take into account that only one side may be auto-fit when calculating scrollbars.
// FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases.
if (border_n == 1 || border_n == 3) // Right and bottom border
{
@ -9219,8 +9229,8 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
}
// Current score encoding (lower is highest priority):
// - 0: ImGuiInputFlags_RouteGlobalHighest
// - 1: ImGuiInputFlags_RouteFocused (if item active)
// - 0: ImGuiInputFlags_RouteGlobalOverActive
// - 1: ImGuiInputFlags_ActiveItem or ImGuiInputFlags_RouteFocused (if item active)
// - 2: ImGuiInputFlags_RouteGlobalOverFocused
// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
// - 254: ImGuiInputFlags_RouteGlobal
@ -9228,10 +9238,9 @@ ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
// 'flags' should include an explicit routing policy
static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
if (flags & ImGuiInputFlags_RouteFocused)
{
ImGuiContext& g = *GImGui;
// 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)
@ -9252,12 +9261,19 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
return 255;
}
// ImGuiInputFlags_RouteGlobalHighest is default, so calls without flags are not conditional
if (flags & ImGuiInputFlags_RouteGlobalOverFocused)
if (flags & ImGuiInputFlags_RouteActive)
{
if (owner_id != 0 && g.ActiveId == owner_id)
return 1;
return 255;
}
if (flags & ImGuiInputFlags_RouteOverFocused)
return 2;
if (flags & ImGuiInputFlags_RouteGlobal)
return 254;
if (flags & ImGuiInputFlags_RouteOverActive)
return 0;
IM_ASSERT(0);
return 0;
}
@ -9284,11 +9300,13 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
// (Conceptually this does a "Submit for next frame" + "Test for current frame".
// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id, ImGuiID focus_scope_id)
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used
IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner);
if (flags & (ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused))
IM_ASSERT(flags & ImGuiInputFlags_RouteGlobal);
// Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified.
key_chord = FixupKeyChord(key_chord);
@ -9308,7 +9326,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
return true;
}
// Specific culling when there's an active.
// Specific culling when there's an active item.
if (g.ActiveId != 0 && g.ActiveId != owner_id)
{
// Cull shortcuts with no modifiers when it could generate a character.
@ -9322,8 +9340,11 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
return false;
}
if (flags & ImGuiInputFlags_RouteActive)
return false;
// ActiveIdUsingAllKeyboardKeys trumps all for ActiveId
if ((flags & ImGuiInputFlags_RouteGlobalHighest) == 0 && g.ActiveIdUsingAllKeyboardKeys)
if ((flags & ImGuiInputFlags_RouteOverActive) == 0 && g.ActiveIdUsingAllKeyboardKeys)
{
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None)
@ -9333,6 +9354,11 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, I
}
}
// Where do we evaluate route for?
ImGuiID focus_scope_id = g.CurrentFocusScopeId;
if (flags & ImGuiInputFlags_RouteFromRootWindow)
focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin()
const int score = CalcRoutingScore(focus_scope_id, owner_id, flags);
IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, flags=%04X, owner_id=0x%08X) -> score %d\n", GetKeyChordName(key_chord), flags, owner_id, score);
if (score == 255)
@ -10350,7 +10376,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags)
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
//ImGuiContext& g = *GImGui;
//IMGUI_DEBUG_LOG("Shortcut(%s, flags=%X, owner_id=0x%08X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), flags, owner_id);
// When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
@ -10362,13 +10388,8 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID own
if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner)
owner_id = GetRoutingIdFromOwnerId(owner_id);
// Where do we evaluate route for?
ImGuiID focus_scope_id = g.CurrentFocusScopeId;
if (flags & ImGuiInputFlags_RouteFromRootWindow)
focus_scope_id = g.CurrentWindow->RootWindow->ID; // See PushFocusScope() call in Begin()
// Submit route
if (!SetShortcutRouting(key_chord, flags, owner_id, focus_scope_id))
if (!SetShortcutRouting(key_chord, flags, owner_id))
return false;
// Default repeat behavior for Shortcut()
@ -10378,6 +10399,10 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID own
if (!IsKeyChordPressed(key_chord, flags, owner_id))
return false;
// Claim mods during the press
SetKeyOwnersForKeyChord(key_chord & ImGuiMod_Mask_, owner_id);
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
return true;
}
@ -13537,7 +13562,7 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
// Manually register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHighest in the Shortcut() calls instead would probably be correct but may have more side-effects.
// Manually register ownership of our mods. Using a global route in the Shortcut() calls instead would probably be correct but may have more side-effects.
if (keyboard_next_window || keyboard_prev_window)
SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
}
@ -21730,7 +21755,7 @@ void ImGui::ShowIDStackToolWindow(bool* p_open)
Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
SameLine();
TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobalOverFocused))
if (tool->CopyToClipboardOnCtrlC && Shortcut(ImGuiMod_Ctrl | ImGuiKey_C, ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteOverFocused))
{
tool->CopyToClipboardLastTime = (float)g.Time;
char* p = g.TempBuffer.Data;

22
imgui.h
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@ -28,7 +28,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.90.7 WIP"
#define IMGUI_VERSION_NUM 19066
#define IMGUI_VERSION_NUM 19067
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -1546,18 +1546,20 @@ enum ImGuiInputFlags_
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Flags for Shortcut(), SetNextItemShortcut()
// - Routing policies: RouteGlobalOverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobalOverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
// - Default policy is RouteFocused. Can select only 1 policy among all available.
// - Priorities: GlobalHighest > Focused (if owner is active item) > GlobalOverFocused > Focused (if in focused window) > Global.
ImGuiInputFlags_RouteFocused = 1 << 12, // Focus stack route (default): Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal = 1 << 13, // Global route (normal priority): unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobalOverFocused = 1 << 14, // Global route (higher priority): unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
ImGuiInputFlags_RouteGlobalHighest = 1 << 15, // Global route (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)
ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly.
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 17, // Option: global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow = 1 << 18, // Option: route evaluated from the point of view of root window rather than current window.
ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly.
// - Routing options
ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow = 1 << 17, // Option: route evaluated from the point of view of root window rather than current window.
// Flags for SetNextItemShortcut()
ImGuiInputFlags_Tooltip = 1 << 19, // Automatically display a tooltip when hovering item.
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item.
};
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO

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@ -6260,12 +6260,14 @@ static void ShowDemoWindowInputs()
// Display inputs submitted to ImGuiIO
IMGUI_DEMO_MARKER("Inputs & Focus/Inputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Inputs"))
bool inputs_opened = ImGui::TreeNode("Inputs");
ImGui::SameLine();
HelpMarker(
"This is a simplified view. See more detailed input state:\n"
"- in 'Tools->Metrics/Debugger->Inputs'.\n"
"- in 'Tools->Debug Log->IO'.");
if (inputs_opened)
{
HelpMarker(
"This is a simplified view. See more detailed input state:\n"
"- in 'Tools->Metrics/Debugger->Inputs'.\n"
"- in 'Tools->Debug Log->IO'.");
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
@ -6296,15 +6298,17 @@ static void ShowDemoWindowInputs()
// Display ImGuiIO output flags
IMGUI_DEMO_MARKER("Inputs & Focus/Outputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Outputs"))
bool outputs_opened = ImGui::TreeNode("Outputs");
ImGui::SameLine();
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
if (outputs_opened)
{
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
@ -6351,27 +6355,42 @@ static void ShowDemoWindowInputs()
IMGUI_DEMO_MARKER("Inputs & Focus/Shortcuts");
if (ImGui::TreeNode("Shortcuts"))
{
static ImGuiInputFlags route_options = ImGuiInputFlags_Repeat;
static ImGuiInputFlags route_type = ImGuiInputFlags_RouteFocused;
ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &route_options, ImGuiInputFlags_Repeat);
ImGui::RadioButton("ImGuiInputFlags_RouteActive", &route_type, ImGuiInputFlags_RouteActive);
ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &route_type, ImGuiInputFlags_RouteFocused);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &route_type, ImGuiInputFlags_RouteGlobal);
ImGui::Indent();
ImGui::BeginDisabled(route_type != ImGuiInputFlags_RouteGlobal);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverFocused", &route_options, ImGuiInputFlags_RouteOverFocused);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteOverActive", &route_options, ImGuiInputFlags_RouteOverActive);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &route_options, ImGuiInputFlags_RouteUnlessBgFocused);
ImGui::EndDisabled();
ImGui::Unindent();
ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &route_type, ImGuiInputFlags_RouteAlways);
ImGuiInputFlags flags = route_type | route_options; // Merged flags
if (route_type != ImGuiInputFlags_RouteGlobal)
route_options &= ~(ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused);
ImGui::SeparatorText("Using SetNextItemShortcut()");
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S);
ImGui::Text("Ctrl+S");
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, flags | ImGuiInputFlags_Tooltip);
ImGui::Button("Save");
ImGui::SetItemTooltip("Ctrl+S"); // FIXME: Tooltip could be automatically submitted by SetNextItemShortcut
ImGui::Text("Alt+F");
ImGui::SetNextItemShortcut(ImGuiMod_Alt | ImGuiKey_F, flags | ImGuiInputFlags_Tooltip);
static float f = 0.5f;
ImGui::SliderFloat("Factor", &f, 0.0f, 1.0f);
ImGui::SeparatorText("Using Shortcut()");
const float line_height = ImGui::GetTextLineHeightWithSpacing();
const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A;
static ImGuiInputFlags other_flags = ImGuiInputFlags_Repeat;
static ImGuiInputFlags routing_flags = ImGuiInputFlags_RouteFocused;
ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &other_flags, ImGuiInputFlags_Repeat);
ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &routing_flags, ImGuiInputFlags_RouteFocused);
ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &routing_flags, ImGuiInputFlags_RouteAlways);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &routing_flags, ImGuiInputFlags_RouteGlobal);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobalOverFocused", &routing_flags, ImGuiInputFlags_RouteGlobalOverFocused);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobalHighest", &routing_flags, ImGuiInputFlags_RouteGlobalHighest);
ImGui::CheckboxFlags("ImGuiInputFlags_RouteUnlessBgFocused", &other_flags, ImGuiInputFlags_RouteUnlessBgFocused);
const ImGuiInputFlags flags = other_flags | routing_flags; // Merged flags
ImGui::Text("Ctrl+A");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, flags) ? "PRESSED" : "...");
ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(1.0f, 0.0f, 1.0f, 0.1f));
ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 14), true);
ImGui::Text("Press CTRL+A and see who receives it!");
ImGui::Separator();
@ -6414,6 +6433,7 @@ static void ShowDemoWindowInputs()
ImGui::EndPopup();
}
ImGui::EndChild();
ImGui::PopStyleColor();
ImGui::TreePop();
}
@ -8640,51 +8660,85 @@ void ShowExampleAppDockSpace(bool* p_open)
// Simplified structure to mimic a Document model
struct MyDocument
{
const char* Name; // Document title
char Name[32]; // Document title
int UID; // Unique ID (necessary as we can change title)
bool Open; // Set when open (we keep an array of all available documents to simplify demo code!)
bool OpenPrev; // Copy of Open from last update.
bool Dirty; // Set when the document has been modified
bool WantClose; // Set when the document
ImVec4 Color; // An arbitrary variable associated to the document
MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
MyDocument(int uid, const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))
{
Name = name;
UID = uid;
snprintf(Name, sizeof(Name), "%s", name);
Open = OpenPrev = open;
Dirty = false;
WantClose = false;
Color = color;
}
void DoOpen() { Open = true; }
void DoQueueClose() { WantClose = true; }
void DoForceClose() { Open = false; Dirty = false; }
void DoSave() { Dirty = false; }
};
struct ExampleAppDocuments
{
ImVector<MyDocument> Documents;
ImVector<MyDocument*> CloseQueue;
MyDocument* RenamingDoc = NULL;
bool RenamingStarted = false;
ExampleAppDocuments()
{
Documents.push_back(MyDocument(0, "Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
Documents.push_back(MyDocument(1, "Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
Documents.push_back(MyDocument(2, "Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
Documents.push_back(MyDocument(3, "Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
Documents.push_back(MyDocument(4, "A Rather Long Title", false, ImVec4(0.4f, 0.8f, 0.8f, 1.0f)));
Documents.push_back(MyDocument(5, "Some Document", false, ImVec4(0.8f, 0.8f, 1.0f, 1.0f)));
}
// As we allow to change document name, we append a never-changing document ID so tabs are stable
void GetTabName(MyDocument* doc, char* out_buf, size_t out_buf_size)
{
snprintf(out_buf, out_buf_size, "%s###doc%d", doc->Name, doc->UID);
}
// Display placeholder contents for the Document
static void DisplayContents(MyDocument* doc)
void DisplayDocContents(MyDocument* doc)
{
ImGui::PushID(doc);
ImGui::Text("Document \"%s\"", doc->Name);
ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
ImGui::PopStyleColor();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_R, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Rename.."))
{
RenamingDoc = doc;
RenamingStarted = true;
}
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_M, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Modify"))
doc->Dirty = true;
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Save"))
doc->DoSave();
ImGui::SameLine();
ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_W, ImGuiInputFlags_Tooltip);
if (ImGui::Button("Close"))
doc->DoQueueClose();
CloseQueue.push_back(doc);
ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
ImGui::PopID();
}
// Display context menu for the Document
static void DisplayContextMenu(MyDocument* doc)
void DisplayDocContextMenu(MyDocument* doc)
{
if (!ImGui::BeginPopupContextItem())
return;
@ -8693,45 +8747,32 @@ struct MyDocument
sprintf(buf, "Save %s", doc->Name);
if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open))
doc->DoSave();
if (ImGui::MenuItem("Rename...", "Ctrl+R", false, doc->Open))
RenamingDoc = doc;
if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open))
doc->DoQueueClose();
CloseQueue.push_back(doc);
ImGui::EndPopup();
}
};
struct ExampleAppDocuments
{
ImVector<MyDocument> Documents;
ExampleAppDocuments()
// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,
// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for
// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has
// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively
// give the impression of a flicker for one frame.
// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
void NotifyOfDocumentsClosedElsewhere()
{
Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));
Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));
Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));
Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));
Documents.push_back(MyDocument("A Rather Long Title", false));
Documents.push_back(MyDocument("Some Document", false));
for (MyDocument& doc : Documents)
{
if (!doc.Open && doc.OpenPrev)
ImGui::SetTabItemClosed(doc.Name);
doc.OpenPrev = doc.Open;
}
}
};
// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,
// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for
// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has
// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively
// give the impression of a flicker for one frame.
// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)
{
for (MyDocument& doc : app.Documents)
{
if (!doc.Open && doc.OpenPrev)
ImGui::SetTabItemClosed(doc.Name);
doc.OpenPrev = doc.Open;
}
}
void ShowExampleAppDocuments(bool* p_open)
{
static ExampleAppDocuments app;
@ -8779,7 +8820,7 @@ void ShowExampleAppDocuments(bool* p_open)
}
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (MyDocument& doc : app.Documents)
doc.DoQueueClose();
app.CloseQueue.push_back(&doc);
if (ImGui::MenuItem("Exit") && p_open)
*p_open = false;
ImGui::EndMenu();
@ -8825,7 +8866,7 @@ void ShowExampleAppDocuments(bool* p_open)
if (ImGui::BeginTabBar("##tabs", tab_bar_flags))
{
if (opt_reorderable)
NotifyOfDocumentsClosedElsewhere(app);
app.NotifyOfDocumentsClosedElsewhere();
// [DEBUG] Stress tests
//if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.
@ -8837,20 +8878,23 @@ void ShowExampleAppDocuments(bool* p_open)
if (!doc.Open)
continue;
// As we allow to change document name, we append a never-changing document id so tabs are stable
char doc_name_buf[64];
app.GetTabName(&doc, doc_name_buf, sizeof(doc_name_buf));
ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);
bool visible = ImGui::BeginTabItem(doc.Name, &doc.Open, tab_flags);
bool visible = ImGui::BeginTabItem(doc_name_buf, &doc.Open, tab_flags);
// Cancel attempt to close when unsaved add to save queue so we can display a popup.
if (!doc.Open && doc.Dirty)
{
doc.Open = true;
doc.DoQueueClose();
app.CloseQueue.push_back(&doc);
}
MyDocument::DisplayContextMenu(&doc);
app.DisplayDocContextMenu(&doc);
if (visible)
{
MyDocument::DisplayContents(&doc);
app.DisplayDocContents(&doc);
ImGui::EndTabItem();
}
}
@ -8862,7 +8906,7 @@ void ShowExampleAppDocuments(bool* p_open)
{
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
NotifyOfDocumentsClosedElsewhere(app);
app.NotifyOfDocumentsClosedElsewhere();
// Create a DockSpace node where any window can be docked
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
@ -8883,12 +8927,12 @@ void ShowExampleAppDocuments(bool* p_open)
if (!doc->Open && doc->Dirty)
{
doc->Open = true;
doc->DoQueueClose();
app.CloseQueue.push_back(doc);
}
MyDocument::DisplayContextMenu(doc);
app.DisplayDocContextMenu(doc);
if (visible)
MyDocument::DisplayContents(doc);
app.DisplayDocContents(doc);
ImGui::End();
}
@ -8906,33 +8950,44 @@ void ShowExampleAppDocuments(bool* p_open)
return;
}
// Update closing queue
static ImVector<MyDocument*> close_queue;
if (close_queue.empty())
// Display renaming UI
if (app.RenamingDoc != NULL)
{
// Close queue is locked once we started a popup
for (MyDocument& doc : app.Documents)
if (doc.WantClose)
if (app.RenamingStarted)
ImGui::OpenPopup("Rename");
if (ImGui::BeginPopup("Rename"))
{
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 30);
if (ImGui::InputText("###Name", app.RenamingDoc->Name, IM_ARRAYSIZE(app.RenamingDoc->Name), ImGuiInputTextFlags_EnterReturnsTrue))
{
doc.WantClose = false;
close_queue.push_back(&doc);
ImGui::CloseCurrentPopup();
app.RenamingDoc = NULL;
}
if (app.RenamingStarted)
ImGui::SetKeyboardFocusHere(-1);
ImGui::EndPopup();
}
else
{
app.RenamingDoc = NULL;
}
app.RenamingStarted = false;
}
// Display closing confirmation UI
if (!close_queue.empty())
if (!app.CloseQueue.empty())
{
int close_queue_unsaved_documents = 0;
for (int n = 0; n < close_queue.Size; n++)
if (close_queue[n]->Dirty)
for (int n = 0; n < app.CloseQueue.Size; n++)
if (app.CloseQueue[n]->Dirty)
close_queue_unsaved_documents++;
if (close_queue_unsaved_documents == 0)
{
// Close documents when all are unsaved
for (int n = 0; n < close_queue.Size; n++)
close_queue[n]->DoForceClose();
close_queue.clear();
for (int n = 0; n < app.CloseQueue.Size; n++)
app.CloseQueue[n]->DoForceClose();
app.CloseQueue.clear();
}
else
{
@ -8943,37 +8998,35 @@ void ShowExampleAppDocuments(bool* p_open)
ImGui::Text("Save change to the following items?");
float item_height = ImGui::GetTextLineHeightWithSpacing();
if (ImGui::BeginChild(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height), ImGuiChildFlags_FrameStyle))
{
for (int n = 0; n < close_queue.Size; n++)
if (close_queue[n]->Dirty)
ImGui::Text("%s", close_queue[n]->Name);
}
for (MyDocument* doc : app.CloseQueue)
if (doc->Dirty)
ImGui::Text("%s", doc->Name);
ImGui::EndChild();
ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);
if (ImGui::Button("Yes", button_size))
{
for (int n = 0; n < close_queue.Size; n++)
for (MyDocument* doc : app.CloseQueue)
{
if (close_queue[n]->Dirty)
close_queue[n]->DoSave();
close_queue[n]->DoForceClose();
if (doc->Dirty)
doc->DoSave();
doc->DoForceClose();
}
close_queue.clear();
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("No", button_size))
{
for (int n = 0; n < close_queue.Size; n++)
close_queue[n]->DoForceClose();
close_queue.clear();
for (MyDocument* doc : app.CloseQueue)
doc->DoForceClose();
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("Cancel", button_size))
{
close_queue.clear();
app.CloseQueue.clear();
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();

View File

@ -1484,24 +1484,23 @@ enum ImGuiInputFlagsPrivate_
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.
ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat
// Flags for SetItemKeyOwner()
// - Condition
ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
// Flags for SetKeyOwner(), SetItemKeyOwner()
// - 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.
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.
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.
ImGuiInputFlags_LockThisFrame = 1 << 20, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
ImGuiInputFlags_LockUntilRelease = 1 << 21, // 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.
// - Condition for SetItemKeyOwner()
ImGuiInputFlags_CondHovered = 1 << 22, // Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive = 1 << 23, // Only set if item is active (default to both)
ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
// [Internal] Mask of which function support which flags
ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobalOverFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalHighest | ImGuiInputFlags_RouteAlways,
ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
ImGuiInputFlags_RouteTypeMask_ = ImGuiInputFlags_RouteActive | ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteAlways,
ImGuiInputFlags_RouteOptionsMask_ = ImGuiInputFlags_RouteOverFocused | ImGuiInputFlags_RouteOverActive | ImGuiInputFlags_RouteUnlessBgFocused | ImGuiInputFlags_RouteFromRootWindow,
ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteTypeMask_ | ImGuiInputFlags_RouteOptionsMask_,
@ -3516,7 +3515,7 @@ namespace ImGui
// - 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 SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiInputFlags flags, ImGuiID owner_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);