diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 489b95571..2aa1bdc1f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -53,6 +53,11 @@ Breaking changes: - Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously overlooked from the API but it will facilitate eventual support for multi-viewports. +- Internals, Inputs: (not public nor documented yet, but disclosing breaking changes + because I expect a few advanced users caught on owner-aware inputs system): + - 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. + Other changes: diff --git a/imgui.cpp b/imgui.cpp index 8dff97704..985e00c3e 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -430,6 +430,7 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 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). - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys. - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps. - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) @@ -6713,7 +6714,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max)) - if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_None) + if (g.IO.MouseClickedCount[0] == 2 && GetKeyOwner(ImGuiKey_MouseLeft) == ImGuiKeyOwner_NoOwner) window->WantCollapseToggle = true; if (window->WantCollapseToggle) { @@ -8504,9 +8505,9 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) routing_entry = &rt->Entries[old_routing_idx]; routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry - routing_entry->RoutingNext = ImGuiKeyOwner_None; + routing_entry->RoutingNext = ImGuiKeyOwner_NoOwner; routing_entry->RoutingNextScore = 255; - if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + if (routing_entry->RoutingCurr == ImGuiKeyOwner_NoOwner) continue; rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer @@ -8515,7 +8516,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) if (routing_entry->Mods == g.IO.KeyMods) { ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); - if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) { owner_data->OwnerCurr = routing_entry->RoutingCurr; //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); @@ -8535,7 +8536,7 @@ static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) { ImGuiContext& g = *GImGui; - return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; + return (owner_id != ImGuiKeyOwner_NoOwner && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; } ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) @@ -8647,7 +8648,7 @@ bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiI flags |= ImGuiInputFlags_RouteGlobalHighest; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() else IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteTypeMask_)); // Check that only 1 routing flag is used - IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None); + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_NoOwner); // Add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. key_chord = FixupKeyChord(key_chord); @@ -9146,7 +9147,7 @@ static void ImGui::UpdateKeyboardInputs() ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; owner_data->OwnerCurr = owner_data->OwnerNext; if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. - owner_data->OwnerNext = ImGuiKeyOwner_None; + owner_data->OwnerNext = ImGuiKeyOwner_NoOwner; owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore } @@ -9302,8 +9303,8 @@ void ImGui::UpdateMouseWheel() } ImVec2 wheel; - wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f; - wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_NoOwner) ? g.IO.MouseWheel : 0.0f; //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; @@ -9542,7 +9543,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) ImGuiID ImGui::GetKeyOwner(ImGuiKey key) { if (!IsNamedKeyOrMod(key)) - return ImGuiKeyOwner_None; + return ImGuiKeyOwner_NoOwner; ImGuiContext& g = *GImGui; ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); @@ -9550,7 +9551,7 @@ ImGuiID ImGui::GetKeyOwner(ImGuiKey key) if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) - return ImGuiKeyOwner_None; + return ImGuiKeyOwner_NoOwner; return owner_id; } @@ -9580,7 +9581,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) { if (owner_data->LockThisFrame) return false; - if (owner_data->OwnerCurr != ImGuiKeyOwner_None) + if (owner_data->OwnerCurr != ImGuiKeyOwner_NoOwner) return false; } @@ -9681,7 +9682,7 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) // Effectively makes Shortcut() always input-owner aware. - if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None) + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_NoOwner) owner_id = GetRoutingIdFromOwnerId(owner_id); // Submit route @@ -12123,10 +12124,10 @@ static void ImGui::NavUpdate() g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)); - const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None))); - const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)); - const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_NoOwner)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_NoOwner))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_NoOwner) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_NoOwner))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_NoOwner))); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; @@ -12300,10 +12301,10 @@ void ImGui::NavUpdateCreateMoveRequest() if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | 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; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_NoOwner, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_NoOwner, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); @@ -12399,7 +12400,7 @@ void ImGui::NavUpdateCreateTabbingRequest() if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) return; - const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; if (!tab_pressed) return; @@ -12537,7 +12538,7 @@ static void ImGui::NavUpdateCancelRequest() ImGuiContext& g = *GImGui; const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None))) + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_NoOwner)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_NoOwner))) return; IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); @@ -12586,10 +12587,10 @@ static float ImGui::NavUpdatePageUpPageDown() if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) return 0.0f; - const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None); - const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None); - const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); - const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat); if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out return 0.0f; @@ -12599,9 +12600,9 @@ static float ImGui::NavUpdatePageUpPageDown() if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) { // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat)) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_NoOwner, ImGuiInputFlags_Repeat)) SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); else if (home_pressed) SetScrollY(window, 0.0f); @@ -12855,7 +12856,7 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) - if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None)) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_NoOwner)) { g.NavWindowingToggleLayer = true; g.NavWindowingToggleKey = windowing_toggle_key; @@ -12870,7 +12871,7 @@ static void ImGui::NavUpdateWindowing() // We cancel toggling nav layer if an owner has claimed the key. if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) g.NavWindowingToggleLayer = false; - if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_NoOwner) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_NoOwner) == false) g.NavWindowingToggleLayer = false; // Apply layer toggle on Alt release @@ -14836,7 +14837,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); - if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + if (owner_data->OwnerCurr == ImGuiKeyOwner_NoOwner) continue; Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); diff --git a/imgui.h b/imgui.h index cf681ce1d..9bb599a1b 100644 --- a/imgui.h +++ b/imgui.h @@ -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 19065 +#define IMGUI_VERSION_NUM 19066 #define IMGUI_HAS_TABLE /* diff --git a/imgui_internal.h b/imgui_internal.h index ac9c6b43f..6913e0873 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1400,7 +1400,8 @@ struct ImGuiInputEvent // Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. #define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. -#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. +#define ImGuiKeyOwner_NoOwner ((ImGuiID)-1) // Require key to have no owner. +//#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. typedef ImS16 ImGuiKeyRoutingIndex; @@ -1414,7 +1415,7 @@ struct ImGuiKeyRoutingData ImGuiID RoutingCurr; ImGuiID RoutingNext; - ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_NoOwner; } }; // Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. @@ -1438,7 +1439,7 @@ struct ImGuiKeyOwnerData bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. 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. - ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_NoOwner; LockThisFrame = LockUntilRelease = false; } }; // Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() @@ -2015,7 +2016,7 @@ struct ImGuiContext // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system // - The idea is that instead of "eating" a given key, we can link to an owner. - // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) @@ -3244,7 +3245,7 @@ namespace ImGui // [EXPERIMENTAL] Low-Level: Key/Input Ownership // - The idea is that instead of "eating" a given input, we can link to an owner id. // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). - // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_NoOwner (== -1) or a custom ID. // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). // - Input ownership is automatically released on the frame after a key is released. Therefore: // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).