diff --git a/imgui.cpp b/imgui.cpp index beefbf747..52136aef1 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4116,6 +4116,45 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) key_data->AnalogValue = analog_value; } +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_None; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + owner_data->OwnerCurr = routing_entry->RoutingCurr; + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + // [Internal] Do not use directly (should read io.KeyMods instead) static ImGuiKeyChord GetMergedModsFromBools() { @@ -4234,6 +4273,8 @@ static void ImGui::UpdateKeyboardInputs() owner_data->OwnerNext = ImGuiKeyOwner_None; owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore } + + UpdateKeyRoutingTable(&g.KeysRoutingTable); } static void ImGui::UpdateMouseInputs() @@ -4794,6 +4835,9 @@ void ImGui::Shutdown() g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + g.ColorStack.clear(); g.StyleVarStack.clear(); g.FontStack.clear(); @@ -7955,6 +7999,128 @@ ImVec2 ImGui::GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); } +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetID("") aka current ID stack. +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentWindow->IDStack.back(); +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add + ImGuiKeyRoutingIndex idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = idx; + return routing_data; +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - 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.) +// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) +// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags, ImGuiWindow* location) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(owner_id != ImGuiKeyOwner_None); + + // Calculate our score + int score = 255; + bool always_set_next_route = false; + if (flags & ImGuiInputFlags_RouteFocused) + { + if (location == NULL) + location = g.CurrentWindow; + ImGuiWindow* focused = g.NavWindow; + + if (g.ActiveId != 0 && g.ActiveId == owner_id) + { + // ActiveID gets top priority (0) + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + score = 0; + } + else if (focused != NULL && focused->RootWindow == location->RootWindow) // Early out + { + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When WindowA...... is focused -> WindowA scores 1 (best), WindowA/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> WindowA scores 2, WindowA/ChildB scores 1 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> WindowA scores 2 (best), WindowA/ChildB doesn't have a scoe. + for (int next_score = 1; focused != NULL; next_score++) + { + if (focused == location) + { + score = (ImU8)next_score; + break; + } + focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path + } + } + + if (score == 255) + return false; + } + else + { + score = 0; + always_set_next_route = true; + } + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); // FIXME: Location + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore || always_set_next_route) + { + routing_data->RoutingNext = routing_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + return routing_data->RoutingCurr == routing_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + return routing_data->RoutingCurr == routing_id; +} + // Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. // Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) bool ImGui::IsKeyDown(ImGuiKey key) @@ -7986,6 +8152,7 @@ bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) const float t = key_data->DownDuration; if (t < 0.0f) return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! bool pressed = (t == 0.0f); if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0)) @@ -8044,6 +8211,7 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInput const float t = g.IO.MouseDownDuration[button]; if (t < 0.0f) return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); @@ -8392,6 +8560,7 @@ bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) { IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; @@ -8417,7 +8586,10 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) if ((flags & ImGuiInputFlags_CondMask_) == 0) flags |= ImGuiInputFlags_CondDefault_; if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) - SetKeyOwner(key, id, flags); + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } } // - Need to decide how to handle shortcut translations for Non-Mac <> Mac @@ -8425,6 +8597,11 @@ void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) { ImGuiContext& g = *GImGui; + + if (flags & ImGuiInputFlags_RouteFocused) + if (!SetShortcutRouting(key_chord, owner_id, ImGuiInputFlags_RouteFocused, g.CurrentWindow)) + return false; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); if (g.IO.KeyMods != mods) @@ -8436,6 +8613,8 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_)))) return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; } @@ -13080,7 +13259,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - if (TreeNode("Key Owners")) + if (TreeNode("Key Owners & Shortcut Routing")) { TextUnformatted("Key Owners:"); if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8))) @@ -13096,6 +13275,24 @@ void ImGui::ShowMetricsWindow(bool* p_open) } EndListBox(); } + TextUnformatted("Shortcut Routing:"); + if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8))) + { + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + char key_chord_name[64]; + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name)); + Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr); + DebugLocateItemOnHover(routing_data->RoutingCurr); + idx = routing_data->NextEntryIndex; + } + } + EndListBox(); + } Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); TreePop(); } diff --git a/imgui.h b/imgui.h index e36bff23b..8cd55d1fe 100644 --- a/imgui.h +++ b/imgui.h @@ -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 WIP" -#define IMGUI_VERSION_NUM 18836 +#define IMGUI_VERSION_NUM 18837 #define IMGUI_HAS_TABLE /* diff --git a/imgui_internal.h b/imgui_internal.h index d863efb0c..ebc86ebe1 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -1277,6 +1277,32 @@ struct ImGuiInputEvent #define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitely used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. #define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } +}; + +// Routing table maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + // This extend ImGuiKeyData but only for named keys (legacy keys don't support the new features) // Stored in main context (1 per named key). In the future might be merged into ImGuiKeyData. struct ImGuiKeyOwnerData @@ -1310,6 +1336,16 @@ enum ImGuiInputFlags_ // Flags for SetKeyOwner(), SetItemKeyOwner() ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will requires EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will requires EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when key is released or at end of frame is not down. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + + // Flags for Shortcut(), SetShortcutRouting() + // When Focus Routing is enabled, function will call SetShortcutRouting(): Accept inputs if currently in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteFocused = 1 << 8, // Enable focus routing + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteFocused, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, }; //----------------------------------------------------------------------------- @@ -1707,10 +1743,12 @@ struct ImGuiContext ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. - // [EXPERIMENTAL] Key/Input Ownership + // [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. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO @@ -2817,12 +2855,19 @@ namespace ImGui IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); - // [EXPERIMENTAL] Shortcuts - // - ImGuiKeyChord = any ImGuiKey optionally ORed with ImGuiMod_XXX values. + // [EXPERIMENTAL] Shortcut Routing + // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. // 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. + // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. + // - Multiple read sites may use a same owner and will all get the granted route. IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0, ImGuiWindow* location = NULL); + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); // [EXPERIMENTAL] Focus Scope // This is generally used to identify a unique input location (for e.g. a selection set) diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 7dccf6bbc..15c723674 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -4287,25 +4287,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiMod_Super | ImGuiMod_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = (io.KeyMods == ImGuiMod_Ctrl); - const bool is_shift_key_only = (io.KeyMods == ImGuiMod_Shift); - const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiMod_Super) : (io.KeyMods == ImGuiMod_Ctrl); - const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C, false)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert, false))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; - const bool is_select_all = is_shortcut_key && IsKeyPressed(ImGuiKey_A, false); + // Using Shortcut() with ImGuiInputFlags_FocusRouting flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags shortcut_flags = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, shortcut_flags)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id, shortcut_flags & ~ImGuiInputFlags_Repeat) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id, shortcut_flags & ~ImGuiInputFlags_Repeat)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, shortcut_flags) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, shortcut_flags)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, shortcut_flags)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, shortcut_flags) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, shortcut_flags))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id, shortcut_flags & ~ImGuiInputFlags_Repeat); // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); - const bool is_cancel = IsKeyPressed(ImGuiKey_Escape, false) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, id, shortcut_flags) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, false)); if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }