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# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
#	imgui_widgets.cpp
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ocornut committed Dec 8, 2022
2 parents d3025cd + 59b63de commit c191faf
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Showing 7 changed files with 224 additions and 101 deletions.
12 changes: 12 additions & 0 deletions docs/CHANGELOG.txt
Original file line number Diff line number Diff line change
Expand Up @@ -106,6 +106,12 @@ Breaking changes:

Other changes:

- Inputs: added Shortcut() function (w/ routing policies) in public API. (#456, #2637)
Added ImGuiInputFlags_RouteFocused, ImGuiInputFlags_RouteGlobalXXX and other routing policies.
e.g. ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_C); with default policy:
- check 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.
- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
debugging, Allegro). (#4857, #5937)
Expand All @@ -114,6 +120,8 @@ Other changes:
which should later lead us toward more flexible uses of menu/status bars. (#5143, #3692)
- Tables, Nav: frozen columns are not part of menu layer and can be crossed over. (#5143, #3692)
- Tables, Columns: fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937)
- Tables: fixed matching width of synchronized tables (multiple tables with same id) when only
some instances have a vertical scrollbar and not all. (#5920)
- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of
compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it
easier for bindings generators to process that value. (#5923, #456)
Expand All @@ -123,8 +131,12 @@ Other changes:
We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays]
- Text: fixed layouting of wrapped-text block when the last source line is above the
clipping region. Regression added in 1.89. (#5720, #5919)
- Misc: added GetItemID() in public API. It is not often expected that you would use this,
but it is useful for Shortcut() and upcoming owner-aware input functions which wants to
be implemented with public API.
- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by
applications using multiple font atlases.
- Demo: added "Inputs->Shortcut Routing" section.
- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building
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14 changes: 9 additions & 5 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5419,6 +5419,12 @@ void ImGui::SetActiveIdUsingAllKeyboardKeys()
NavMoveRequestCancel();
}

ImGuiID ImGui::GetItemID()
{
ImGuiContext& g = *GImGui;
return g.LastItemData.ID;
}

ImVec2 ImGui::GetItemRectMin()
{
ImGuiContext& g = *GImGui;
Expand Down Expand Up @@ -6206,8 +6212,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
}
}

// Render title text, collapse button, close button
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
// Render title text, collapse button, close button
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
{
ImGuiContext& g = *GImGui;
Expand Down Expand Up @@ -9382,8 +9388,6 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
}
}

// - Need to decide how to handle shortcut translations for Non-Mac <> Mac
// - Ideas: https://github.com/ocornut/imgui/issues/456#issuecomment-264390864
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
Expand All @@ -9405,7 +9409,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);

if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_))))
if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!

Expand Down Expand Up @@ -11846,7 +11850,7 @@ void ImGui::NavUpdateCreateMoveRequest()
g.NavMoveScrollFlags = ImGuiScrollFlags_None;
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
Expand Down
77 changes: 61 additions & 16 deletions imgui.h
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.2 WIP"
#define IMGUI_VERSION_NUM 18915
#define IMGUI_VERSION_NUM 18916
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
Expand Down Expand Up @@ -198,6 +198,7 @@ typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: f
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut() (+ upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() currently in imgui_internal.h)
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
Expand Down Expand Up @@ -791,7 +792,7 @@ namespace ImGui
IMGUI_API int GetColumnsCount();

// Tab Bars, Tabs
// Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved.
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
Expand Down Expand Up @@ -875,6 +876,7 @@ namespace ImGui
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
IMGUI_API bool IsAnyItemActive(); // is any item active?
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
Expand Down Expand Up @@ -913,20 +915,34 @@ namespace ImGui
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);

// Inputs Utilities: Keyboard
// Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support)
// - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[].
// With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward)
// - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices
// - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined)
// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.

// Inputs Utilities: Mouse
// Inputs Utilities: Shortcut testing (with Routing Resolution)
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super/ImGuiMod_Shortcut.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - The general idea of routing is that multiple locations may register interest in a shortcut,
// and only one location will be granted access to the shortcut.
// - The default routing policy (ImGuiInputFlags_RouteFocused) checks for current window being in
// the focus stack, and route the shortcut to the deepest requesting window in the focus stack.
// - Consider Shortcut() to be a widget: the calling location matters + it has side-effects as shortcut routes are
// registered into the system (for it to be able to pick the best one). This is why this is not called 'IsShortcutPressed()'.
// - If this is called for a specific widget, pass its ID as 'owner_id' in order for key ownership and routing priorities
// to be honored (e.g. with default ImGuiInputFlags_RouteFocused, the highest priority is given to active item).
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);

// Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
Expand Down Expand Up @@ -1056,7 +1072,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (constrast to default behavior of Escape to revert)
ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)

// Obsolete names (will be removed soon)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
Expand Down Expand Up @@ -1407,9 +1423,10 @@ enum ImGuiSortDirection_
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};

// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
enum ImGuiKey : int
{
// Keyboard
Expand Down Expand Up @@ -1464,7 +1481,7 @@ enum ImGuiKey : int
ImGuiKey_KeypadEnter,
ImGuiKey_KeypadEqual,

// Gamepad (some of those are analog values, 0.0f to 1.0f) // GAME NAVIGATION ACTION
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
// (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets)
ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
Expand Down Expand Up @@ -1508,11 +1525,11 @@ enum ImGuiKey : int
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
ImGuiMod_None = 0,
ImGuiMod_Ctrl = 1 << 12,
ImGuiMod_Shift = 1 << 13,
ImGuiMod_Ctrl = 1 << 12, // Ctrl
ImGuiMod_Shift = 1 << 13, // Shift
ImGuiMod_Alt = 1 << 14, // Option/Menu
ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
ImGuiMod_Shortcut = 1 << 11, // [Internal, read-only] Alias of ImGuiMod_Super (macOS) or ImGuiMod_Ctrl (otherwise), decided by io.ConfigMacOSXBehaviors.
ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).
ImGuiMod_Mask_ = 0xF800, // 5-bits

// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
Expand All @@ -1534,6 +1551,34 @@ enum ImGuiKey : int
#endif
};

// Flags for Shortcut()
// (+ for upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() that are currently in imgui_internal.h)
enum ImGuiInputFlags_
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.

// Routing policies for Shortcut() + low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
// will register a route and only succeed when parent window is in the focus stack and if no-one
// with a higher priority is claiming the shortcut.
// - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.

// Policies (can select only 1 policy among all available)
ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly.

// Policies Options
ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
};

#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
Expand Down
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