Inputs: refacotr/extract CalcRoutingScore() out of SetShortcutRouting(), easier to follow with early returns.
+ clarified comments about GetMouseCursor() #5739
diff --git a/imgui.cpp b/imgui.cpp
index a74c62c..7bb6ea5 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -8042,6 +8042,53 @@
return routing_data;
}
+// Current score encoding (lower is highest priority):
+// - 0: ImGuiInputFlags_RouteGlobalHigh
+// - 1: ImGuiInputFlags_RouteFocused (if item active)
+// - 2: ImGuiInputFlags_RouteGlobal
+// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
+// - 254: ImGuiInputFlags_RouteGlobalLow
+// - 255: never route
+// 'flags' should include an explicit routing policy
+static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
+{
+ if (flags & ImGuiInputFlags_RouteFocused)
+ {
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* focused = g.NavWindow;
+
+ // 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)
+ return 1;
+
+ // Score based on distance to focused window (lower is better)
+ // Assuming both windows are submitting a routing request,
+ // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
+ // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
+ // Assuming only WindowA is submitting a routing request,
+ // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
+ if (focused != NULL && focused->RootWindow == location->RootWindow)
+ for (int next_score = 3; focused != NULL; next_score++)
+ {
+ if (focused == location)
+ {
+ IM_ASSERT(next_score < 255);
+ return next_score;
+ }
+ focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
+ }
+ return 255;
+ }
+
+ // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
+ if (flags & ImGuiInputFlags_RouteGlobal)
+ return 2;
+ if (flags & ImGuiInputFlags_RouteGlobalLow)
+ return 254;
+ return 0;
+}
+
// 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.
@@ -8063,54 +8110,7 @@
if (flags & ImGuiInputFlags_RouteAlways)
return true;
- // Current score encoding (lower is highest priority):
- // - 0: ImGuiInputFlags_RouteGlobalHigh
- // - 1: ImGuiInputFlags_RouteFocused (if item active)
- // - 2: ImGuiInputFlags_RouteGlobal
- // - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
- // - 254: ImGuiInputFlags_RouteGlobalLow
- // - 255: none
- int score = 255;
- if (flags & ImGuiInputFlags_RouteFocused)
- {
- ImGuiWindow* location = g.CurrentWindow;
- ImGuiWindow* focused = g.NavWindow;
-
- if (g.ActiveId != 0 && g.ActiveId == owner_id)
- {
- // 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)
- score = 1;
- }
- 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 Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
- // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
- // Assuming only WindowA is submitting a routing request,
- // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
- for (int next_score = 3; focused != NULL; next_score++)
- {
- if (focused == location)
- {
- IM_ASSERT(next_score < 255);
- score = (ImU8)next_score;
- break;
- }
- focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
- }
- }
- }
- else
- {
- if (flags & ImGuiInputFlags_RouteGlobal)
- score = 2;
- else if (flags & ImGuiInputFlags_RouteGlobalLow)
- score = 254;
- else // ImGuiInputFlags_RouteGlobalHigh is default, so call to SetShorcutRouting() without no flags are not conditional
- score = 0;
- }
+ const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
if (score == 255)
return false;
@@ -8349,6 +8349,10 @@
g.IO.MouseClickedPos[button] = g.IO.MousePos;
}
+// Get desired mouse cursor shape.
+// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
+// updated during the frame, and locked in EndFrame()/Render().
+// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
ImGuiMouseCursor ImGui::GetMouseCursor()
{
ImGuiContext& g = *GImGui;
diff --git a/imgui.h b/imgui.h
index 8cd55d1..ad5e96b 100644
--- a/imgui.h
+++ b/imgui.h
@@ -172,7 +172,7 @@
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
-typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
+typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
@@ -908,8 +908,8 @@
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
- IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
- IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
+ IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
+ IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities