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Shortcuts API #456
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I tested this (in the opengl_example) on Mac and added a printf() in KeyCallback function and I got there everytime when pressing some key and holding ctrl, alt or command. |
Sorry my request wasn't clear, the problem is with the CharCallback not the KeyCallback. To enable CharCallback with modifiers in GLFW 3.1 you need change |
Did the changes and Alt seems to work just fine. Ctrl seems to work in some cases but not in others. |
Any specific pattern with CTRL working vs not working? Thanks for looking, this is really helpful. This stupid app-side input problem has been the number one barrier for adding shortcuts so I am eager to solve it. I submitted a GLFW tentative patch for Windows but have no way to look into Mac right now. For this specific use of shortcuts frankly I don't mind too much if some weird keys don't work seeing it is an application-side problem that can be fully solved later, I just would like basic support to work for most users. |
So it seems Ctrl+A-Z doesn't work but 0-9 and other non A-Z keys (like /= etc) works fine. Alt seems to work on all keys. Ctrl+Alt-.... behaves the same as Ctrl- only |
Thank you, very useful. Taking it to glfw. |
np :) |
The first point in the list appears to be the most problematic. It looks like I may just need to redesign the IO API, which was desirable anyway, to switch to an event-registration system so e.g. have a May or not need to break compatibility with the user-glue code, very obviously if I can avoid it I'll try very hard to avoid it. I always liked how ImGui took this nice shortcut of taking a sample of input state because it makes initial integration with all sort of libraries easier, but we also need a way out of that. |
Yeah that sounds. Good also something I have been thinking about for a while (sorry for being a bit of topic) is the versioning of the lib. Something I have started to come to like is "Semantic Versioning" http://semver.org I kinda like this approach as it's clear when breaking changes comes that may cause issue. This would of course break the current versioning and it's of course up to you to use or not but may be something to consider. |
Sorry to jump on like this, but would it be possible to allow for more flexibility in the shortcut modifier? On OS X it's quite annoying whenever an application doesn't implement Cmd+A/S/V/N/X shortcuts, and chooses to go with Ctrl+whatever. I already maintain a local patchjob of Just a suggestion, of course. |
How do you think it would work? I don't know enough about Mac experience to design that. My idea is that the user would pass in strings to the api, e.g. "CTRL+S". Then it could be the responsibility of user code to pass in "CMD+S" there? Or an optional/default behavior would be to allow to remap CTRL to CMD by default? (both for key testing and display). Is the Command key a wholly different key? Does typical third API feed it as an modifier? GLFW has GLFW_KEY_LEFT_SUPER/GLFW_KEY_RIGHT_SUPER keys for the Command key and a keyboard modifier GLFW_MOD_SUPER so that's all ok. Is Super a good terminology that can adapt to both Command and Windows key? EDIT SDL2 has KMOD_GUI/KMOD_LGUI/KMOD_RGUI so I'll assume other API are supporting this as a modifiers keys as well. Also - you could post your InputTextEx() mod for reference? |
So the way I have done that in the past is like this: https://github.com/emoon/rocket/blob/master/ogl_editor/src/Menu.c?ts=4#L26 EMGUI_KEY_COMMAND, EMGUI_KEY_CTRL First part is the modifier on Mac and the other is on Windows/Linux. The thing is that while the Windows key isn't used that much on Windows actually for shortcuts inside programs that is certainly the case on Mac. |
Ah, thanks for responding. I've changed a number of things actually:
(3) is done a bit hackily, since I'm not too familiar with the code, I did a move left word, select word right. I know that these changes work on OS X, but since I don't have a windows machine to test on (and I'm not sure the rest of my code would work), I can only guarantee my changes to work... "in theory". It's all compile time checks too, so no performance hit either. I also added a Here's the diff: https://gist.github.com/zhiayang/5764aacd621ebbed6f0b Here's my edited version: https://gist.github.com/zhiayang/27b3f032a054e503484a |
On InputTextEx( ) for Mac: regardless of the shortcut API above we should probably merge those three into master, add the KeyCmd member. They could be a runtime settings (for slightly better build coverage) and set the default differently based on For shortcuts, we could require the user to pass in different strings per os for apps caring about portability in this manner (not all imgui apps will do), but that would make user code more bulky. Or support a syntax like "CTRL|CMD+S", simple but a little weird. Or have a system where by default "CTRL+S" gets translated to "CMD+S" on Mac ("Mac" defined via a runtime flag again) BUT with a mechanism to enforce actual CTRL when desired, aka a different identifier for CTRL on Mac, e.g. "XCTRL". Or Control key stays "CTRL" and we have a different short identifier meaning "CTRL|CMD"., I don't know how to name that.
With R/L variants "LCTRL", "RCTRL". |
I'll have a go at a proper pull request for this, it shouldn't take long. A few things to clarify though:
EDIT: Thanks for sticking around I suppose, hope to hear your opinions on this. Should make for a more fluid and comfortable experience for OS X users, at least. |
Late answer and happy new year :)
I'll have to think a little further about that but for now you can put it in ImGuiIO. Down the line I expect user controllable behaviors for variety of things (eg: slider/drag behavior). Probably just keeping things in IO would just be simpler, but for some behavior it might make sense to Push/Pop the value and then perhaps the ImGuiStyle or another structure may feel more suited. For now let's not worry about that.
I suggest to make a different bool. Eg: InputTextShortcutsUsesSuperKey, InputTextDoubleClickSelectsWord.
Yes, easier to always have in the structure regardless of OS. Let's call it KeySuper because glfw is the cool active thing in town for (with a comment mentioning it maps to Cmd/Windows key). People don't really use the Windows key ar all because it is awkward to use.
Yes, yes.
I don't know either. I wouldn't bother setting them unless it looks trivial. If you don't have access to a Windows machine I'll do some basic tests but not worry if there's a hurdle.
Ideally merged in STB itself with an additional flag. Sean probably won't merge soon but we can apply the patch locally.
Haven't looked yet, sorry. Thanks for the help! |
Instead of using the "&Save" syntax you could use It does require that the user will also need to pass the correct index of which letter to highlight. Because you can't rely on any mapping between them. Then there is no overhead with text processing. |
That would add an extra parameter to every function which would be practically a no-no. |
I'm tempted to say to change the string param to a special struct that includes all the data for the & alt menu (plus the label/ID stuff ofcourse). Which also has a constructor taking a char* so it won't break existing code. Which can then do the bit of parsing needed for the "###ID" stuff and you may as well add the & parsing as well. Also it may be an option to use Though the viability of that struct may depend on how the ImStr experiment #494 turns out. |
On a slightly related note something that would be nice is keyboard navigation of menus (excluding the actual shortcuts) but perhaps that belongs in a separate issue. |
Agree, it would make sense to aim for that support early on (there's a keyboard navigation task and menus could be worked on earlier). Tho up/down without alt+letter may feel incomplete?
|
I was thinking about popups in this case (at least on Mac if you have a popup and press arrow down you get keyboard focus and can navigate it with arrows and then enter to select an item) But for regular menus that would be nice yes. |
So the simple solution to my problem with obtaining translated characters when ALT/CTRL is pressed to use with shortcuts, is instead to include printables like A-Z 0-9 in the ImGuiKey_ enum and work with key events. Pros:
Cons:
|
Is this the right thread to watch for things like cmd-a doing a select-all in a text box instead of ctrl-a on os x? |
…active. Made NavCalcPreferredRefPos() take account for remote activation. (#456) Unsure why filter in ItemHandleShortcut(), will probably find out soon enough.
…ow evaluation to SetShortcutRouting() for now. (#456)
I have pushed a dozen more commits related to this topic, henceforth officially referred to as the Duke-Nukem-Forever™ of GitHub issues. Now added public API: // Inputs Utilities: Shortcut Testing & Routing
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments)
// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments)
// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical.
// This is an important property as it facilitate working with foreign code or larger codebase.
// - To understand the difference:
// - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
bool Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0);
void SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags = 0); // Flags for Shortcut(), SetNextItemShortcut(),
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
enum ImGuiInputFlags_
{
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Flags for Shortcut(), SetNextItemShortcut()
// - Default policy is RouteFocused. Can select only 1 policy among all available.
// - Priorities: GlobalHighest > Focused (if owner is active item) > GlobalOverFocused > Focused (if in focused window) > Global.
ImGuiInputFlags_RouteFocused = 1 << 12, // Focus stack route (default): Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal = 1 << 13, // Global route (normal priority): unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobalOverFocused = 1 << 14, // Global route (higher priority): unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
ImGuiInputFlags_RouteGlobalHighest = 1 << 15, // Global route (highest priority): unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this)
ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly.
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 17, // Option: global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
ImGuiInputFlags_RouteFromRootWindow = 1 << 18, // Option: route evaluated from the point of view of root window rather than current window.
// Flags for SetNextItemShortcut()
ImGuiInputFlags_Tooltip = 1 << 19, // Automatically display a tooltip when hovering item.
}; Those seemingly innocuous functions have required months/years of yak-shaking and iterations. Much of the inputs system has transitioning to key-owner-awareness since 1.89 (november 2022)... with further iterations and long-time work on input routing (which I swear I must have rewritten 10 times).. untangled key handling (1.87 #4921)... related backend works for translated keys... decent macOS support (#2343 (comment))... remove nav activation/highlight without stealing focus/active id.... mod and keychord design, etc. Not everything is in public API because I'm not sure of all the stuff, but those two are rather useful already: Some typical use would be: ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S);
ImGui::Button("Save"); By default it use the focus route, so here Ctrl+S will trigger button if parent window is focused, or one of its child. But also note, e.g. ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_RouteGlobal);
ImGui::Button("Save"); May be triggered when other windows are focused. I currently offer an opt-in mouse-only (intentional) auto tooltip: ImGui::SetNextItemShortcut(ImGuiMod_Ctrl | ImGuiKey_S, ImGuiInputFlags_Tooltip);
ImGui::Button("Save"); But I would consider making it opt-out once I am done with working on tooltip priority system (#7570) Amusingly, because this is the Duke-Nukem-Forever™ of GitHub issues, in spite of much progress, many elements discussed at the very top of this thread are still undone:
IMPORTANT! IF and only IF you have been using key-owner-aware API or Shortcut() prior to today, please be mindful of the following badly breaking changes: |
I have not used the shortcut interface much so far and did not look at its implementation yet. The newly added public interface looks promising, but could use a few more policies. So just as a suggestion...
If they were to be added, Moving the mouse to a window where you want to send the next keypress without an additional click is pretty efficient. Some applications like f.e. Maya use this shortcut policy and (some of) our artists like it a lot. When I get around to overhauling the shortcut system in our tools someday, I will either implement this policy in a custom system or maybe use the new public one if it supports hover routes by then. There's no need to implement it just for me, but I think this might be useful for other users too and it should integrate nicely with the other policies. Another shortcut feature that I find to be very useful would be keychord sequences. Visual Studio f.e. has sequences like I don't know if keychord sequences whould already be doable with some clever use of this interface or if they are feasible for an immediate mode interface at all, I will probably need to experiment a bit. So no concrete suggestion yet, just maybe something to keep in mind for the future. |
It seems possible to implement by mimicking some of the logic.
I would like to implement that indeed, the idea would be to pack in upper bits of ImGuiKeyChord. I think we already manipulate enough state that it should be feasible, but I presume it won't be trivial. |
…gs_RouteGlobalOverActive, made ImGuiInputFlags_RouteGlobalOverFocused and ImGuiInputFlags_RouteGlobalOverActive flags. (#456)
I am concerned about priorities between Hovered and Focused. Regardless of being lower or higher, mixing both types is going to be very misleading. It may requires app hygiene to not mix both together too much. I have found a solution to slightly decrease the perceived complexity of this. Reducing the number of route types (only 1 of those can be choosen) ImGuiInputFlags_RouteActive = 1 << 10, // Route to active item only.
ImGuiInputFlags_RouteFocused = 1 << 11, // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobal = 1 << 12, // Global route (unless a focused window or active item registered the route).
ImGuiInputFlags_RouteAlways = 1 << 13, // Do not register route, poll keys directly. And making others flags which may be combined: ImGuiInputFlags_RouteGlobalOverFocused = 1 << 14, // Option: global route, higher priority than focused route (unless active item in focused route). automatically sets ImGuiInputFlags_RouteGlobal.
ImGuiInputFlags_RouteGlobalOverActive = 1 << 15, // Option: global route, higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active. Automatically sets ImGuiInputFlags_RouteGlobal.
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route, will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. Notice how ImGuiInputFlags_RouteGlobalHighest got renamed to ImGuiInputFlags_RouteGlobalOverActive: with this subtlety of making them combinable flags, it doesn't require the reader to understand by heart the global/respective priority order. It also means if we want to add an Hovered route we will only need to add |
I renamed those: // - Routing options
ImGuiInputFlags_RouteOverFocused = 1 << 14, // Option: global route: higher priority than focused route (unless active item in focused route).
ImGuiInputFlags_RouteOverActive = 1 << 15, // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
ImGuiInputFlags_RouteUnlessBgFocused = 1 << 16, // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. Because I think we would to use them with hypothetical Hovered route. |
…tFlags_RouteOverFocused, ImGuiInputFlags_RouteGlobalOverActive -> ImGuiInputFlags_RouteOverActive in previsiion of using them with a Hovered route. (#456)
I'm not quite sure I can follow the current progress of this issue, so I'm just going to simply ask: does ImGUI support keyboard shortcuts for MenuItems which run the same code as if they were clicked? (regardless of whether the menu is open or not) |
No, it doesn't do that now. Currently the shortcut field of MenuItem() is displayed for not used for anything else. However, I do have the working proof of concept for it (~30 lines patch), and it was fully in my mind with the recent work done. But it's not fully in as it requires quite some menu API design (opt-in, fallback for recursion, transitioning to use ImGuiKeyChord to reduce amount of parsing which involve transition to multiple signatures). |
Specifically, my big remaining design issue is the following: (1) I would like to change BeginMenu(const char* label, bool enabled = true); to BeginMenu(const char* label, ImGuiMenuFlags flags = 0);`, with flags, e.g. // Flags for ImGui::BeginMenu()
enum ImGuiMenuFlags_
{
ImGuiMenuFlags_None = 0,
ImGuiMenuFlags_Disabled = 1 << 1, // We skip using (1 << 0) to detect ABI/bindings possible issue with old BeginMenu(const char*, bool)
ImGuiMenuFlags_ProcessShortcuts = 1 << 2,
}; That part is not so problematic and has been a common transition pattern, the signatures can co-exist, and also the (2) However, the equivalent change for bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL (2.A) It would make sense to change (2.B) Out of experience So I need to factor those things in and come up with a design that senseful, forward facing, while not breaking backward compatibility in an horrible manner. |
* Version 1.90.8 * Version 1.90.9 WIP * Internals: renamed HoveredIdDisabled to HoveredIdIsDisabled for consistency. * Examples: GLFW+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (ocornut#7671) * Examples: SDL+Vulkan: handle swap chain resize even without Vulkan returning VK_SUBOPTIMAL_KHR (ocornut#7671) * Removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages). * Internals: made ImLowerBound() accessible in internals + take a span. + rearrange child/popup/tooltips section. Because upcoming rework of ImGuiSelectionBasicStorage will want to do a lower bound on a span. * IO: do not disable io.ConfigWindowsResizeFromEdges when ImGuiBackendFlags_HasMouseCursors is not set by backend. Amend 42bf149 * Style: (Breaking) renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected. Amend ocornut#261, ocornut#351 * TabBar, Style: added ImGuiTabBarFlags_DrawSelectedOverline and ImGuiCol_TabSelectedOverline, ImGuiCol_TabDimmedSelectedOverline. * Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern. (ocornut#143) Amend 0c6e260 * Drag and Drop: Fixes an issue when elapsing payload would be based on last payload frame instead of last drag source frame. * Internals: added ImGuiContext::ContextName optionally used by debug log and to facilitate debugging. * Drag and Drop: comments, debug log entries. * Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceExtern assume a mouse button being pressed. (ocornut#143) * Drag and Drop: (Breaking) renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire. (ocornut#1725, ocornut#143) * Drag and Drop: Added ImGuiDragDropFlags_PayloadNoCrossContext and ImGuiDragDropFlags_PayloadNoCrossProcess flags. * Ignore .ini file with other suffixes. * Fixed build warning. * IO: added ClearInputMouse(). made ClearInputKeys() not clear mouse data. (ocornut#4921) Amend 6aa408c * IO: added ImGuiConfigFlags_NoKeyboard for consistency and convenience. (ocornut#4921) # Conflicts: # imgui.h # imgui_demo.cpp * Nav: CTRL+Tab overlay display context name if any. * Internals: storing HoveredWindowBeforeClear for use by multi-context compositor drag and drop propagation. # Conflicts: # imgui.cpp # imgui_internal.h * (Breaking) Move ImGuiWindowFlags_NavFlattened to ImGuiChildFlags_NavFlattened. (ocornut#7687) * Backends: SDL3: Follow SDL3 removal of keysym field in SDL_KeyboardEvent (ocornut#7729) * Demo: Style Editor: clarify how _CalcCircleAutoSegmentCount() doesn't always get exact final segment count. (ocornut#7731) * Backends: Vulkan: Remove Volk/ from volk.h #include directives (ocornut#7722, ocornut#6582, ocornut#4854) * Metrics/Debugger: Browsing a Storage perform hover lookup on identifier. * Viewports: Backported 'void* ImGuiViewport::PlatformHandle' from docking branch for use by backends. * Backends: SDL3: Update for SDL_StartTextInput()/SDL_StopTextInput() API changes. (ocornut#7735) * Examples: undo adding SDL3 example to Visual Studio sln. * Backends: OSX: build fix. Amend 32f9dfc * ImGuiStorage: tweak impl for BuildSortByKey(). * Inputs: fixed using Shortcut() or SetNextItemShortcut() within a disabled block bypassing the disabled state. (ocornut#7726) * Tables: moved TableGetHoveredColumn() to public API. (ocornut#7715, ocornut#3740) * Windows: BeginChild(): fixed a glitch when during a resize of a child window which is tightly close to the boundaries of its parent. (ocornut#7706) * Nav: store NavJustMovedToIsTabbing + shuffle a few nav related fields. (for usage by multi-select) * Backends: OpenGL2, OpenGL3: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (ocornut#7748) Analogous to change to Vulkan backend in 1.90. * Backends: Win32: Fixed warning with old MinGW/GCC versions. * Drags: added ImGuisliderFlags_WrapAround flag for DragInt(), DragFloat() etc. (ocornut#7749) * Fix typo, rename ImGuisliderFlags_WrapAround flag to ImGuiSliderFlags_WrapAround. (ocornut#7752, ocornut#7749) * Checkbox: minor tidying up to simplify work on multi-select branch. * Backends: Allegro5: Correctly handle unstable bit in version checks (ocornut#7755) * Backends: SDLRenderer3: Update for SDL_RenderGeometryRaw() API changes. * Backends: SDL3: update for SDL_SetTextInputRect() -> SDL_SetTextInputArea() api change. (ocornut#7760, ocornut#7754) * Examples: SDL3: Remove use of SDL_HINT_IME_NATIVE_UI. * Disabled: Reworked 1.90.8 behavior of Begin() not inheriting current BeginDisabled() state. Only tooltip are clearing that state. (ocornut#211, ocornut#7640) * imgui_freetype: fixed divide by zero while handling FT_PIXEL_MODE_BGRA glyphs. (ocornut#7267, ocornut#3369) * IO: do not claim io.WantCaptureMouse=true on the mouse release frame of a button which was pressed over void. (ocornut#1392) * Version 1.90.9 * Version 1.91.0 WIP * Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (ocornut#7761, ocornut#7762) Also updated function signature in SDL2 backend to match and because it is expected we will use that data (as per ocornut#7672) * Backends: SDL3: Updated comments (IME seems fixed in SDL3). Added SDL3 examples to Visual Studio solution. * Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (ocornut#5855) * Debug Log: Added "Configure Outputs.." button. (ocornut#5855) * Backends: SDL3: add default case to fix warnings. (ocornut#7763) * Demo: changed style editor inline block to its own window. * IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell, added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS. (ocornut#7660) * (Breaking) IO, IME: renamed platform IME hook io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() and added explicit context. * Commented out obsolete ImGuiModFlags and ImGuiModFlags_XXX values (renamed to ImGuiKeyChord and ImGuiMod_XXX in 1.89). (ocornut#4921, ocornut#456) * Build fix for non Windows platforms. * IO: disable default io.PlatformOpenInShellFn() implementation on iPhone, as compiler errors that system() is not available on iOS. * Internals: added FontScale storage. * Added TextLink(), TextLinkOpenURL() hyperlink widgets. (ocornut#7660) * Internals: added FontScale storage (amend 0f63d3e). * Backends: GLFW,SDL2: Added ioPlatformOpenInShellFn handler for web/Emscripten versions. (ocornut#7660) * IO: amend PlatformOpenInShellFn specs to return a bool. (ocornut#7660) Amend 8f36798 * Misc tweaks, comments. * TreeNode: rename/rework ImGuiNavTreeNodeData system to be usable by more features. (ocornut#2920, ocornut#1131, ocornut#7553) Reworked to it is easier during TreeNode code to request extra data to be stored. * Fixed Unix version of PlatformOpenInShellFn_DefaultImpl. (ocornut#7772, ocornut#7660) + Enable on non-iPhone macOS builds * DemosFix typo in help text in demo Tables/Borders (ocornut#7780) The help text for flags had a "V" flag duplicated, this change corrects it to the missing "H" flag. * Backends: Win32: fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN (ocornut#7768, ocornut#4858, ocornut#2622) Amend 0755767 The `ImGui_ImplWin32_UpdateKeyModifiers()` function maps `ImGuiMod_Super` to `VK_APPS`, the "Application" key located between the Right Windows (Super) and Right Control keys on the keyboard, see https://conemu.github.io/en/AppsKey.html This means that when using `ImGui::GetIO().KeySuper` to try to get the down state of the `VK_RWIN` or `VK_LWIN` keys, it'll always return FALSE when either of those keys are held down, and only return TRUE when `VK_APPS` is held down. * Backends: GLFW+Emscripten: (Breaking) Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWwindow* parameter. (ocornut#7647, ocornut#7600) + Fixed Emscripten warning when using mouse wheel on some setups. * Backends: GLFW+Emscripten: Added support for GLFW3 contrib port. (ocornut#7647) * Backends: GLFW+Emscripten: Fixed build (ocornut#7647) * Examples: SDL3+OpenGL: Update for API changes: SDL_GL_DeleteContext() renamed to SDL_GL_DestroyContext(). * Fix definition check (ocornut#7793) * Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (ocornut#7794) * Backends: SDL3: fixed typo leading to PlatformHandleRaw not being set leading to SHOWNA path not working for multi-viewports. * Internals: Added TreeNodeIsOpen() to facilitate discoverability. (ocornut#7553, ocornut#1131, ocornut#2958, ocornut#2079, ocornut#722) * Added ImGuiDataType_Bool for convenience. * Demo: Reworked "Property Editor" demo in a manner that more ressemble the tree data and struct description data that a real application would want to use. * Added PushItemFlag(), PopItemFlag(), ImGuiItemFlags. * (Breaking) Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_ButtonRepeat. * Added ImGuiItemFlags_AutoClosePopups as a replacement for internal's ImGuiItemFlags_SelectableDontClosePopup. (ocornut#1379, ocornut#1468, ocornut#2200, ocornut#4936, ocornut#5216, ocornut#7302, ocornut#7573) * (Breaking) Renamed ImGuiSelectableFlags_DontClosePopups to ImGuiSelectableFlags_NoAutoClosePopups. (ocornut#1379, ocornut#1468, ocornut#2200, ocornut#4936, ocornut#5216, ocornut#7302, ocornut#7573) * Obsoleted PushTabStop()/PopTabStop() in favor of using new PushItemFlag()/PopItemFlag() with ImGuiItemFlags_NoTabStop. * Fixed pvs-studio warning. * Demo: Property Editor: rearrange code + replace use of bool to proper ImGuiChildFlags. Amend 46691d1 * Demo: Property Editor: add basic filter. * Style: close button and collapse/window-menu button hover highlight made rectangular instead of round. The reason they were round in the first place was to work better with rounded windows/frames. However since the 4a81424 rework ocornut#6749 we can naturally use a tigher bounding box and it seems to work ok either way. * Nav, Demo: comments. * Clipper: added SeekCursorForItem() function, for use when using ImGuiListClipper::Begin(INT_MAX). (ocornut#1311) Tagging ocornut#3609 just in case we made a mistake introducing a regression (but tests are passing and have been extended). * TreeNode: Internals: facilitate dissociating item ID from storage ID (useful for 1861) * Internals: rename recently added TreeNodeIsOpen() -> TreeNodeGetOpen(). (ocornut#7553, ocornut#1131, ocornut#2958, ocornut#2079, ocornut#722) Amend ac7d6fb * Backends: SDL3: Update for API changes: SDL_GetClipboardText() string ownership change. (ocornut#7801) * MultiSelect: WIP range-select (ocornut#1861) (rebased six millions times) * MultiSelect: Removed SelectableSpacing as I'm not sure it is of use for now (history insert) * MultiSelect: Added IMGUI_HAS_MULTI_SELECT define. Fixed right-click toggling selection without clearing active id, could lead to MarkItemEdited() asserting. Fixed demo. * MultiSelect: Demo sharing selection helper code. Fixed static analyzer warnings. * MultiSelect: Renamed SetNextItemMultiSelectData() to SetNextItemSelectionUserData() * MultiSelect: Transition to use FocusScope bits merged in master. Preserve ability to shift+arrow into an item that is part of FocusScope but doesn't carry a selection without breaking selection. * MultiSelect: Fix for TreeNode following merge of 011d475. Demo: basic test for tree nodes. * MultiSelect: Fixed CTRL+A not testing focus scope id. Fixed CTRL+A not testing active id. Added demo code. Comments. * MultiSelect: Comments. Tweak demo. * MultiSelect: Fix Selectable() ambiguous return value, clarify need to use IsItemToggledSelection(). * MultiSelect: Fix testing key mods from after the nav request (remove need to hold the mod longer) * MultiSelect: Temporary fix/work-around for child/popup to not inherit MultiSelectEnabled flag, until we make mulit-select data stackable. * MultiSelect: Fixed issue with Ctrl+click on TreeNode + amend demo to test drag and drop. * MultiSelect: Demo: Add a simpler version. * MultiSelect: Added ImGuiMultiSelectFlags_ClearOnEscape (unsure of best design), expose IsFocused for custom shortcuts. * MultiSelect: Demo: Added pointer indirection and indent level. This is to reduce noise for upcoming commits, ahead of adding a loop here. * MultiSelect: Added ImGuiMultiSelectFlags_ClearOnClickWindowVoid. + Demo: showcase multiple selection scopes in same window. * MultiSelect: Enter doesn't alter selection (unlike Space). Fix for changes done in 5606. * MultiSelect: Shallow tweaks/refactors. Including moving IsFocused back internally for now. * MultiSelect: Fixed needing to set RangeSrcPassedBy when not using clipper. * MultiSelect: made SetNextItemSelectionData() optional to allow disjoint selection (e.g. with a CollapsingHeader between items). Amend demo. * MultiSelect: Enter can alter selection if current item is not selected. * MultiSelect: removed DragDropActive/preserve_existing_selection logic which seems unused + comments. Can't find trace of early prototype for range-select but I couldn't find way to trigger this anymore. May be wrong. Will find out. * MultiSelect: refactor before introducing persistant state pool and to facilitate adding recursion + debug log calls. This is mostly the noisy/shallow stuff committed here, to get this out of the way. * MultiSelect: (Breaking) Rename ImGuiMultiSelectData to ImGuiMultiSelectIO. * MultiSelect: Demo tweak. Removed multi-scope from Advanced (too messy), made it a seperate mini-demo. * MultiSelect: Internals rename of IO fields to avoid ambiguity with io/rw concepts + memset constructors, tweaks. debug * MultiSelect: (Breaking) Renamed 'RangeSrc -> 'RangeSrcItem', "RangeDst' -> 'RangeDstItem' This is necessary to have consistent names in upcoming fields (NavIdItem etc.) * MultiSelect: (Breaking) Renamed 'RangeValue' -> 'RangeSelected' + amend comments. * MultiSelect: Remove ImGuiMultiSelectFlags_NoUnselect because I currently can't find use for this specific design. And/or it seem partly broken. * MultiSelect: Remove the need for using IsItemToggledSelection(). Update comments. This is the simple version that past our tests. MultiSelectItemFooter() is in need of a cleanup. * MultiSelect: Tidying up/simpllifying MultiSelectItemFooter(). Intended to be entirely a no-op, merely a transform of source code for simplification. But committing separatey from behavior change in previous change. * MultiSelect: Clarify and better enforce lifetime of BeginMultiSelect() value. * MultiSelect: Demo: first-draft of user-side deletion idioms. (will need support from lib) * MultiSelect: (Breaking) BeginMultiSelect() doesn't need two last params maintained by users. Moving some storage from user to core. Proper deletion demo. * MultiSelect: Maintain NavIdSelected for user. Simplify deletion demo. * MultiSelect: Further simplication of user code to support Deletion. Provide standard RequestFocusItem storage. * MultiSelect: Demo: Delete items from menu. * MultiSelect: Fixed right-click handling in MultiSelectItemFooter() when not focused. * MultiSelect: Cleanup unused comments/code. * MultiSelect: (Breaking) Fix + Rename ImGuiMultiSelectFlags_NoMultiSelect to ImGuiMultiSelectFlags_SingleSelect as it seems easier to grasp. Feature was broken by "Tidying up..." June 30 commit. * MultiSelect: Comments, tweaks. + Alignment to reduce noise on next commit. * MultiSelect: (Breaking) Use ImGuiSelectionUserData (= ImS64) instead of void* for selection user data. Less confusing for most users, less casting. * MultiSelect: move HasSelectionData to ImGuiItemFlags to facilitate copying around in standardized fieds. Required/motivated to simplify support for ImGuiTreeNodeFlags_NavLeftJumpsBackHere (bc3c0ce) in this branch. * MultiSelect: Tweak debug log to print decimal+hex values for item data. Struggled to get standard PRIX64 to work on CI. * MultiSelect: clear selection when leaving a scope with a nav directional request. May need to clarify how to depends on actions being performed (e.g. click doesn't). May become optional? * MultiSelect: (Breaking) RequestSetRange's parameter are RangeFirstItem...RangeLastItem (which was always ordered unlike RangeSrcItem...RangeDstItme). Removed RangeDstItem. Removed RangeDirection. * MultiSelect: Demo: rework ExampleSelection names to map better to typical user code + variety of Comments tweaks. * MultiSelect: Demo: added simpler demo using Clipper. Clarify RangeSrcPassedBy doc. * MultiSelect: (Breaking) Removed RangeSrcPassedBy in favor of favoring user to call IncludeByIndex(RangeSrcItem) which is easier/simpler to honor. Especially as recent changes made it required to also update RangeSrcPassedBy after last clipper Step. Should now be simpler. * MultiSelect: Demo: rework ExampleSelection with an ExampleSelectionAdapter layer, allowing to share more code accross examples using different storage systems. Not ideal way to showcase this demo but this is really more flexible. * MultiSelect: Demo: Remove UserDataToIndex from ExampleSelectionAdapter. Seems to make a better demo this way. * MultiSelect: Demo: Make ExampleSelection use ImGuiID. More self-explanatory. * MultiSelect: Demo: Deletion: Rework ApplyDeletionPreLoop to use adapter + fix PostLoop not using right value of RequestFocusItem. Recovery made it transparent visually but user side selection would be empty for a frame before recovery. * MultiSelect: Demo: Deletion: Various renames to clarify. Use adapter and item list in both ApplyDeletion functions. This also minify the patch for an alternative/wip attmept at redesgining pre/post deletion logic. But turns out current attempt may be easier to grasp. * Demo: Dual List Box: Added a dual list box (6648) * MultiSelect: ImGuiMultiSelectIO's field are not used during loop anymore, stripping them out of comments. * MultiSelect: moved RequestClear output so it'll match request list version better. Use Storage->RangeSrcItem in EndMultiSelect(). * MultiSelect: move shared logic to MultiSelectItemHeader(). No logic change AFAIK but added an indent level in MultiSelectItemHeader(). Logic changes will come in next commit. * MultiSelect: Added ImGuiMultiSelectFlags_SelectOnClickRelease to allow dragging an unselected item without altering selection + update drag and drop demo. * Demo: Assets Browser: Added assets browser demo. * Demo: Assets Browser: store items, sorting, type overlay. * MultiSelect: removed seemingly unnecessary block in BeginMultiSelect(). - EndIO.RangeSelected always set along with EndIO.RequestSetRange - Trying to assert for the assignment making a difference when EndIO.RequestSetRange is already set couldn't find a case (tests passing). * MultiSelect: clarified purpose and use of IsItemToggledSelection(). Added assert. Moved to multi-selection section of imgui.h. * MultiSelect: added missing call on Shutdown(). Better reuse selection buffer. * MultiSelect: (Breaking) io contains a ImVector<ImGuiSelectionRequest> list. * MultiSelect: we don't need to ever write to EndIO.RangeSrcItem as this is not meant to be used. * MultiSelect: added support for recovery in ErrorCheckEndWindowRecover(). * MultiSelect: use a single ImGuiMultiSelectIO buffer. + using local storage var in EndMultiSelect(), should be no-op. * MultiSelect: simplify clearing ImGuiMultiSelectTempData. * Demo: Assets Browser: add hit spacing, requierd for box-select patterns. * MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_ClearOnClickWindowVoid -> ImGuiMultiSelectFlags_ClearOnClickVoid. Added ImGuiMultiSelectFlags_ScopeWindow, ImGuiMultiSelectFlags_ScopeRect. * MultiSelect: Box-Select: added support for ImGuiMultiSelectFlags_BoxSelect. (v11) FIXME: broken on clipping demo. * MultiSelect: Box-Select: added scroll support. * MultiSelect: Demo: rework and move selection adapter inside ExampleSelection. * MultiSelect: added support for nested/stacked BeginMultiSelect(). Mimicking table logic, reusing amortized buffers. * MultiSelect: remove ImGuiSelectionRequest/ImGuiMultiSelectIO details from public api to reduce confusion + comments. * MultiSelect: move demo's ExampleSelection to main api as a convenient ImGuiSelectionBasicStorage for basic users. * MultiSelect: reworked comments in imgui.h now that we have our own section. * MultiSelect: Demo: Assets Browser: added deletion support. Store ID in selection. Moved QueueDeletion to local var to emphasis that this is a user extension. * MultiSelect: Demo: Assets Browser: track scrolling target so we can roughly land on hovered item. It's impossible to do this perfectly without some form of locking on item because as the hovered item X position changes it's easy to drift. * MultiSelect: Box-Select: Fixed holes when using with clipper (in 1D list.) Clipper accounts for Selectable() layout oddity as BoxSelect is sensitive to it. Also tweaked scroll triggering region inward. Rename ImGuiMultiSelectFlags_NoBoxSelectScroll to ImGuiMultiSelectFlags_BoxSelectNoScroll. Fixed use with ImGuiMultiSelectFlags_SinglaSelect. * MultiSelect: Box-Select: Added ImGuiMultiSelectFlags_BoxSelect2d support. Enabled in Asset Browser. Selectable() supports it. * MultiSelect: Box-Select: Refactor into its own structure, designed for single-instance but closer to being reusable outside Multi-Select. Kept same member names. * MultiSelect: Box-Select: Refactor: Renames. Split into two commits to facilite looking into previous one if needed. * MultiSelect: Box-Select: Fixed scrolling on high framerates. * MultiSelect: Box-Select: Further refactor to extra mode code away from multi-select function into box-select funcitons. * MultiSelect: Fixed ImGuiSelectionBasicStorage::ApplyRequests() incorrectly maintaining selection size on SelectAll. * MultiSelect: Comments + Assets Browser : Tweak colors. * MultiSelect: Added ImGuiMultiSelectFlags_NoRangeSelect. Fixed ImGuiMultiSelectFlags_ScopeRect not querying proper window hover. * MultiSelect: Box-Select: Fixed CTRL+drag from void clearing items. * MultiSelect: Box-Select: Fixed initial drag from not claiming hovered id, preventing window behind to move for a frame. * MultiSelect: Fixed ImGuiMultiSelectFlags_SelectOnClickRelease over tree node arrow. * MultiSelect: (Breaking) merge ImGuiSelectionRequestType_Clear and ImGuiSelectionRequestType_SelectAll into ImGuiSelectionRequestType_SetAll., rename ImGuiSelectionRequest::RangeSelected to Selected. The reasoning is that it makes it easier/faster to write an adhoc ImGuiMultiSelectIO handler (e.g. trying to apply multi-select to checkboxes) * MultiSelect: Simplified ImGuiSelectionBasicStorage by using a single SetItemSelected() entry point. * MultiSelect: Comments + tweaked location for widgets to test ImGuiItemFlags_IsMultiSelect to avoid misleading into thinking doing it before ItemAdd() is necessary. * MultiSelect: Demo: make various child windows resizable, with synched heights for the dual list box demo. * MultiSelect: added ImGuiMultiSelectFlags_NoAutoSelect, ImGuiMultiSelectFlags_NoAutoClear features + added Checkbox Demo Refer to "widgets_multiselect_checkboxes" in imgui_test_suite. * MultiSelect: Box-Select: fix preventing focus. amend determination of scope_hovered for decorated/non-child windows + avoid stealing NavId. (ocornut#7424) * MultiSelect: Demo: use Shortcut(). Got rid of suggestion to move Delete signal processing to BeginMultiSelect(), seems unnecessary. * RangeSelect/MultiSelect: (Breaking) Added current_selection_size to BeginMultiSelect(). Required for shortcut routing so we can e.g. have Escape be used to clear selection THEN to exit child window. * MultiSelect: Box-Select: minor refactor, tidying up. * MultiSelect: Box-Select: when dragging from void, first hit item sets NavId by simulating a press, so navigation can resume from that spot. * MultiSelect: added GetMultiSelectState() + store LastSelectionSize as provided by user, convenient for quick debugging and testing. * MultiSelect: Box-Select: fixed "when dragging from void" implementation messing with calling BeginMultiSelect() without a selection size. * MultiSelect: (breaking) renamed ImGuiSelectionBasicStorage::AdapterData to UserData. * MultiSelect: Box-Select: fixes for checkboxes support. Comments. * MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect1d, ImGuiMultiSelectFlags_BoxSelect2d -> ImGuiMultiSelectFlags_BoxSelect. ImGuiMultiSelectFlags_BoxSelect1d being an optimization it is the optional flag. * MultiSelect: mark parent child window as navigable into, with highlight. Assume user will always submit interactive items. * MultiSelect: (breaking) Added 'items_count' parameter to BeginMultiSelect(). Will enable extra features, and remove equivalent param from ImGuiSelectionBasicStorage::ApplyRequests(. * MultiSelect: added ImGuiSelectionBasicStorage::GetStorageIdFromIndex() indirection to be easier on the reader. Tempting to make it a virtual. * MultiSelect: fixed ImGuiSelectionBasicStorage::Swap() helper. * MultiSelect: added ImGuiSelectionExternalStorage helper. Simplify bool demo. * MultiSelect: comments, header tweaks., simplication (some of it on wiki). * MultiSelect: ImGuiSelectionBasicStorage: added GetNextSelectedItem() to abstract selection storage from user. Amend Assets Browser demo to handle drag and drop correctly. * MultiSelect: ImGuiSelectionBasicStorage: rework to accept massive selections requests without flinching. Batch modification + storage only keeps selected items. * MultiSelect: ImGuiSelectionBasicStorage: simplify by removing compacting code (compacting may be opt-in?). GetNextSelectedItem() wrapper gives us more flexibility to work on this kind of stuff now. * MultiSelect: ImGuiSelectionBasicStorage: move function bodies to cpp file. + make ImGuiStorage::BuildSortByKey() less affected by msvc debug mode. * Demo: Assets Browser: added a way to disable sorting and hide sorting options. This is mostly designed to showcase that on very large sets (e.g. 1 million) most of the time is likely spent on sorting. * MultiSelect: ImGuiSelectionBasicStorage: (breaking) rework GetNextSelectedItem() api to avoid ambiguity/failure when user uses a zero id. * MultiSelect: provide RangeDirection to allow selection handler to handler backward shift+click. * MultiSelect: ImGuiSelectionBasicStorage: added PreserveOrder, maintain implicit order data in storage. Little tested but provided for completeness. * MultiSelect: (breaking) renamed ImGuiMultiSelectFlags_BoxSelect -> ImGuiMultiSelectFlags_BoxSelect2d. Which include not assuming one flag imply the other. Amend 2024/05/31 commit. * MultiSelect: Shift+Tab doesn't enable Shift select on landing item. * MultiSelect: added ImGuiMultiSelectFlags_NoAutoClearOnReselect + tweak flags comments. (ocornut#7424) * MultiSelect: minor tidying up. Checkbox() was reworked in master effectively fixing render clipping when culled by BoxSelect2d's UnclipMode. * MultiSelect: added courtesy ImGuiMultiSelectFlags_NavWrapX flag so we can demo this until a nav api is designed. * MultiSelect: Box-Select: uses SetActiveIdUsingAllKeyboardKeys() to avoid nav interference, much like most drag operations. * MultiSelect: Box-Select: handle Esc to disable box-select. This avoid remove a one-frame delay when finishing box-select, where Esc wouldn't be routed to selection but to child. * MultiSelect: ImGuiSelectionBasicStorage: optimized for smaller insertion amounts in larger sets + fix caling batch select with same value. * MultiSelect: Better document how TreeNode() is not trivially usable yet. Will revert when the time is right. * MultiSelect: added Changelog for the feature. Removed IMGUI_HAS_MULTI_SELECT. * Demo: moved ExampleTreeNode, ExampleMemberInfo above in the demo file. Tidying up index. + change ExampleTreeNode::UID from ImGuiID to int to not suggest that the user ID needs to be of a certain type * Demo: moved some fields inside a struct. * Demo: moved menu bar code to its own function. * MultiSelect: using ImGuiMultiSelectFlags_NoRangeSelect ensure never having to interpolate between two ImGuiSelectionUserData. * Inputs: added SetItemKeyOwner(ImGuiKey key) in public API. (ocornut#456, ocornut#2637, ocornut#2620, ocornut#2891, ocornut#3370, ocornut#3724, ocornut#4828, ocornut#5108, ocornut#5242, ocornut#5641) * Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (ocornut#7807) * TabBar, Style: added style option for the size of the Tab-Bar Overline (ocornut#7804) Amend 21bda2e. * Added a comment hinting at how to set IMGUI_API for shared librairies on e.g. Linux, macOS (ocornut#7806) * Demo: rework Property Editor. * Nav: fixed c licking window decorations (e.g. resize borders) from losing focused item when within a child window using ImGuiChildFlags_NavFlattened. In essence, using ImGuiFocusRequestFlags_RestoreFocusedChild here is a way to reduce changes caused by FocusWindow(), but it could be done more neatly. See amended "nav_flattened" test. * Demo: Property Editor: using ImGuiChildFlags_NavFlattened now that a bug is fixed. Fixed static analyzer. * Backends: OpenGL3: Fixed unsupported option warning with apple clang (ocornut#7810) * Internals, TreeNode: indent all render block into its own scope (aim is to add a is_visible test there later) * Internals, TreeNode, Selectable: tweak span_all_columns paths for clarity. * CollapsingHeader: left-side outer extend matches right-side one (moved left by one pixel) Amend c3a348a * Debug Log: fixed incorrect checkbox layout when partially clipped., doesn't parse 64-bits hex value as ImGuiID lookups. * Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (ocornut#7543) See "layout_group_endtable" test. * MultiSelect: sequential SetRange merging not generally handled by box-select path, useful for others. * MultiSelect: add internal MultiSelectAddSetAll() helper. * MultiSelect: fixed an issue caused by previous commit. Amend a285835. Breaks box-select. --------- Co-authored-by: ocornut <omarcornut@gmail.com> Co-authored-by: cfillion <cfillion@users.noreply.github.com> Co-authored-by: Gary Geng <garygengxiao@gmail.com> Co-authored-by: Martin Ejdestig <marejde@gmail.com> Co-authored-by: Kevin Coghlan <mail@kevincoghlan.com> Co-authored-by: Connor Clark <cjamcl@gmail.com> Co-authored-by: Max Ortner <maxortner01@gmail.com> Co-authored-by: Hugues Evrard <hevrard@users.noreply.github.com> Co-authored-by: Aemony <10578344+Aemony@users.noreply.github.com> Co-authored-by: Yan Pujante <ypujante@proton.me> Co-authored-by: Cyao <94928179+cheyao@users.noreply.github.com> Co-authored-by: wermi <32251376+wermipls@users.noreply.github.com> Co-authored-by: Thomas Stehle <th.stehle@icloud.com>
Wanted to leave a small comment on a workaround getting shortcuts in menu items. Since you typically want these global, you'll always want to test for the shortcut. // Check global action at start of the frame
ImGuiKeyChord chord = ImGuiMod_Ctrl | ImGuiKey_O;
bool isRouted = ImGui::GetShortcutRoutingData(chord)->RoutingCurr != ImGuiKeyOwner_NoOwner;
if (!isRouted && ImGui::IsKeyChordPressed(chord)) {
// Perform action
}
// Within a `BeginMenuBar` and `BeginMenu`
if (ImGui::MenuItem("Open", ImGui::GetKeyChordName(chord))) {
// Perform action
}
Note that calling This method has worked nicely thus far for me. And still allows to set shortcuts for other items. |
Writing down notes about implementing a shortcut system. I have started using menus more extensively in my own applications, and the lack of support for shortcuts has become a little annoying.
Without shortcuts the user is required to duplicate code to handle menu items and shortcuts for a same action. Consider that MenuItem() can takes both a "checked" and "enabled" parameter which may need to be fetch/computed from your application state, duplicating that code can be pretty annoying and ImGui strive to reduce redundancy so it's quite a flaw to have to do that.
In the old Menus API #126 thread I said we'd need;
And
So here is a rough list of what I think we need. Unfortunately some of those will need the user to update their ImGui integration to provide the necessary inputs, but there won't be any breakage.
PART A, for regular shortcuts (typically global shortcuts, but they can be local to a window)
EDIT Not needed!
- [ ] We are going to need translated characters, aka the "A" in "CTRL+A" or "ALT+A" is a translated character. So the end-user application needs to feed those inputs probably via io.AddInputCharacter() and this isn't really a problem for ImGui to solve. However, and that's very surprising, retrieve this information under Windows is NOT straightforward. The WM_CHAR message isn't sent when ALT or CTRL are pressed. WM_SYSCHAR is only sent when ALT is pressed. No CHAR messages are sent when CTRL is pressed. By adding this in a Windows message handler I seem to be able to retrieve those characters.It is a little scary but appears to work. End-user would need a similar mechanism which is rather annoying. For Windows messages user can copy demo code if they are pointed to it. GLFW has been patched in the 3.1 branch to support the ALT key but not the CTRL key yet (would be nice if it does so), what that means is that support for those inputs won't be widespread in most applications soon and it is only likely to be widely available in GLFW when 3.2 ships (also means that support for CTRL key would better be pushed in GLFW before they release 3.2!). Or user can freely do their own cheap conversions if they don't care about funky localisation things.
I'd be curious to know whether GLFW 3.1 gives you character inputs in ImGui_ImplGlfw_CharCallback when ALT or CTRL are pressed on MacOS, Linux, etc. See following rely for instructions on how to perform the test. If you can do a test let me know which version of GLFW you are using. Thanks!
PART B (for & ALT-style local shortcuts, lesser priority)
if (ImGui::Button("Refresh") || ImGui::IsShortcutPressed("F5") { .. }
.That's it for now. Those are merely notes for myself. If there are
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