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IO: rework interleaved keys<>char trickling: only trickle for keys kn…
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…own to be likely to input characters. (#7889, #4921, #4858)

Amend fa2b318. Refer to regression test "inputs_io_inputqueue" amended for IMGUI_VERSION_NUM >= 19102
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ocornut committed Aug 19, 2024
1 parent fabceaf commit 092c88d
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Showing 2 changed files with 20 additions and 8 deletions.
26 changes: 19 additions & 7 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -8780,8 +8780,9 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
return 0;
}

// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character.
static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
{
// Mimic 'ignore_char_inputs' logic in InputText()
Expand All @@ -8795,6 +8796,8 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)

// Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None)
return false;
return g.KeysMayBeCharInput.TestBit(key);
}

Expand Down Expand Up @@ -9599,9 +9602,9 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
// Only trickle chars<>key when working with InputText()
// FIXME: InputText() could parse event trail?
// FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);

bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false;
int mouse_button_changed = 0x00;
ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;

Expand Down Expand Up @@ -9653,12 +9656,19 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
IM_ASSERT(key != ImGuiKey_None);
ImGuiKeyData* key_data = GetKeyData(key);
const int key_data_index = (int)(key_data - g.IO.KeysData);
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0))
break;

const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key);
if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
break;

key_data->Down = e->Key.Down;
key_data->AnalogValue = e->Key.AnalogValue;
key_changed = true;
key_changed_mask.SetBit(key_data_index);
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
key_changed_nonchar = true;

// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
Expand All @@ -9672,11 +9682,13 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
continue;
// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
break;
if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar)
break;
unsigned int c = e->Text.Char;
io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
if (trickle_interleaved_keys_and_text)
if (trickle_interleaved_nonchar_keys_and_text)
text_inputted = true;
}
else if (e->Type == ImGuiInputEventType_Focus)
Expand Down
2 changes: 1 addition & 1 deletion imgui.h
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.1 WIP"
#define IMGUI_VERSION_NUM 19101
#define IMGUI_VERSION_NUM 19102
#define IMGUI_HAS_TABLE

/*
Expand Down

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