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A way to consume mouse events? #3370

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wolfpld opened this issue Jul 30, 2020 · 15 comments
Open

A way to consume mouse events? #3370

wolfpld opened this issue Jul 30, 2020 · 15 comments
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@wolfpld
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wolfpld commented Jul 30, 2020

Hi,
Is there a way to consume certain mouse events (e.g. button click, dragging)? Example pseudocode:

if( condition && IsMouseClicked( 0 ) )
{
    ConsumeMouseClick( 0 );
}
if( IsMouseClicked( 0 ) )
{
    // should not activate if 'condition' is true
}

The use case for this would be handling interaction with overlays, which should prevent clicks going to UI elements underneath the overlay.

So far I had limited success directly manipulating ImGui IO structure, but I don't know how robust it is and what assumptions are made about preservation of the state.

@ocornut ocornut added the inputs label Jul 30, 2020
@ocornut
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ocornut commented Jul 30, 2020

The last time I looked at this, my conclusion what that instead of a coming up with a concept of "consuming" we should instead have a system to claim "ownership" of an input, which seemed more flexible, as your actual consumer is likely to want to poll/use the mouse-down and mouse-release events coming after the click.

So in pseudo-code it would be like:

if( condition && IsMouseClicked( 0 ) )
    SetMouseButtonInputOwner( 0, GetID("mytool"));

And then functions like IsMouseClicked() would take an optional owner in the form of an id.

#define ImGuiInputOwner_None    ((ImGuiID)-1)  // return input if it has no owner
#define ImGuiInputOwner_Any     (0)            // return input regardless of owner

The use case for this would be handling interaction with overlays, which should prevent clicks going to UI elements underneath the overlay.

There are many variations of this problem and I'm always interested in new examples to add to my checklist.
What you mention is often solved by using windows (if your overlay is in a window it would capture inputs).
Is the reason you can't use an input that you want things to pass-through when there's no item, as per issue #3368 (coincidentally adjacent to this issue) ?

@wolfpld
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wolfpld commented Jul 30, 2020

The last time I looked at this, my conclusion what that instead of a coming up with a concept of "consuming" we should instead have a system to claim "ownership" of an input, which seemed more flexible, as your actual consumer is likely to want to poll/use the mouse-down and mouse-release events coming after the click.

This is not the case I am asking for. I need a way to stop further code within the current frame from reacting to given mouse events. As for what happens in next frames - it's up to my logic to handle.

What you mention is often solved by using windows (if your overlay is in a window it would capture inputs).

This part of the UI is drawn using ImDrawList.

Is the reason you can't use an input that you want things to pass-through when there's no item, as per issue #3368 (coincidentally adjacent to this issue) ?

No. The problem that I have is that there are two possible reactions to a mouse event in my code and I want to give one priority over the other. Essentially, a way of saying "this mouse event has been handled, don't do anything with it anymore".

To give this some context, clicking on a zone in Tracy will open the zone information window:

obraz

Dragging the left mouse button over the timeline will display a time range:

obraz

However, if you want to limit some statistics to a specific time during program execution, you will be presented with an overlay (the striped area). This overlay can be then adjusted by dragging its borders to fit the required time range. While such adjustment is performed, other possible reactions to mouse events should not happen.

obraz

@wolfpld
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wolfpld commented Aug 1, 2020

I have decided to implement my own wrapper for mouse handling: https://github.com/wolfpld/tracy/blob/master/server/TracyMouse.cpp

While this issue was a partial motivation for this move, a more pressing problem had surfaced. I needed to hook up two actions to the same mouse button: panning the view and opening a context menu. While ImGui has facilities to set a threshold before dragging action is reported, it is not enough for my needs.

Handling the context menu opening (i.e. mouse click then mouse release, without mouse movement) has to have some leeway for random mouse jitter, so a drag threshold is needed.

Panning the view should be as smooth as possible and having threshold set introduces a jarring jump when dragging action activates for the first time.

These two problems have solutions that mutually exclude each other. However, the context menu is not always available to be opened, in which case the drag threshold can be disabled. Determining if this is the case can be easily done by checking if a click+release function was called during the frame (a rather badly named IsMouseClickReleased in the code above).

@ocornut
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ocornut commented Aug 3, 2020

Hello,

This is not the case I am asking for. I need a way to stop further code within the current frame from reacting to given mouse events. As for what happens in next frames - it's up to my logic to handle.

The idea I presented above would work similarly, we'd just have to coin the right api/semantic to capture e.g. the button down state for the current frame. What I ommitted in my pseudo API paste above is also that decide that the capture is honored by default in all getters functions, rather than requesting an explicit parameter to honor capture.

So far I had limited success directly manipulating ImGui IO structure, but I don't know how robust it is and what assumptions are made about preservation of the state.

Your workaround will be OK for now. I presume you can technically clear the io flags directly as you mentioned, from my selfish pov it may be preferable as we may discover more edge cases this way, if any exists.


The behaviors you describe two posts above (with the pictures) are similar to what most high-level widgets already do by relying on HoveredID and ActiveID to claim ownership / take precedence. It might be easier to work at a slightly higher-level than polling mouse inputs sometimes. Just calling InvisibleButton() or ButtonBehavior() selectively sometimes may do the job.

These two problems have solutions that mutually exclude each other. However, the context menu is not always available to be opened, in which case the drag threshold can be disabled. Determining if this is the case can be easily done by checking if a click+release function was called during the frame (a rather badly named IsMouseClickReleased in the code above).

I think you can use IsMouseDragPastThreshold(), it is valid to use on a MouseReleased frame.
(It is poorly advertised but GetMouseDragDelta() return the last delta which it is valid on the mouse release frame (see #2419), and this is possible because we store io.MouseDragMaxDistanceSqr[] for each button and make it sure it is only cleared on click and not on release.)
If I am not misunderstanding your code, all the state you used is already there and can be queried using IsMouseReleased() && IsMouseDragPastThreshold(). The later is merely a wrapper to access io.MouseDragMaxDistanceSqr[].

@wolfpld
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wolfpld commented Aug 3, 2020

The state is affected by whether IsMouseClickReleased() is or isn't called (essentially through mousePotentialClickRelease). This selects if drag threshold should be honored.

@ocornut
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ocornut commented Aug 3, 2020

The state is affected by whether IsMouseClickReleased() is or isn't called (essentially through mousePotentialClickRelease). This selects if drag threshold should be honored.

I'm not sure I understand, I feel you could replace IsMouseClickReleased() with IsMouseRelease() && IsMouseDragPastThreshold() == false. If that code is public I'm curious to see how it goes. Are you doing this to avoid having to communication information from one part of UI code to the other?

I'm currently building code to replicate your case (and add in imgui_demo) and finding that using a zero threshold for immediate panning BUT showing the menu on a very small drag (smaller than the typical non-zero threshold) also feels like a good and consistent solution.

@wolfpld
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wolfpld commented Aug 3, 2020

Are you doing this to avoid having to communication information from one part of UI code to the other?

Yes.

I'm currently building code to replicate your case (and add in imgui_demo) and finding that using a zero threshold for immediate panning BUT showing the menu on a very small drag (smaller than the typical non-zero threshold) also feels like a good and consistent solution.

I don't want any drag action to happen if menu is to be opened, as this feels much more solid to me. I may be skewed by previously designing for mobile, where you need to account for much larger inaccuracies with touch input.

@ocornut
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ocornut commented Aug 3, 2020

The behaviors you describe two posts above (with the pictures) are similar to what most high-level widgets already do by relying on HoveredID and ActiveID to claim ownership / take precedence. It might be easier to work at a slightly higher-level than polling mouse inputs sometimes. Just calling InvisibleButton() or ButtonBehavior() selectively sometimes may do the job.

InvisibleButton() has a long standing flaw that it didn't give access to button flags, among which one of the most important is the possibility to activate on multiple mouse buttons. I exposed those flags now, making it possible to do:

ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);
const bool is_hovered = ImGui::IsItemHovered(); // Hovered
const bool is_active = ImGui::IsItemActive();   // Held

This makes quite a difference as this small defect was a recurrent reason for people from jump from simple public API to lower-level imgui_internal.h API (ItemAdd, etc.).

The Demo in "Custom Rendering"->"Canvas" also now showcase a little bit of dragging:
image

@wolfpld
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wolfpld commented Aug 3, 2020

I'm using InvisibleButton() as a glorified ItemSize(), for layout purposes (i.e. the gray-background frames overview and the timeline, which is further split into the frames header and a vertically scrollable portion containing zones, etc.), but that's that.

obraz

In my case the context menu is only appearing when there's an appropriate item under the mouse cursor (frame header, zone, etc.). I wouldn't be comfortable having to handle this through ImGui widgets rather than items I draw myself.

The Demo in "Custom Rendering"->"Canvas" also now showcase a little bit of dragging:

Doesn't feel solid to me, sorry.

@ocornut
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ocornut commented Aug 3, 2020

I'm using InvisibleButton() as a glorified ItemSize(), for layout purposes (i.e. the gray-background frames overview and the timeline, which is further split into the frames header and a vertically scrollable portion containing zones, etc.), but that's that.

What I meant is that you also may be able to use one or more layered InvisibleButton() to catch mouse inputs and block them from other layers. You may decide to only submit a wide button under the mouse based on the finer and custom hovering tests you are already doing, etc. It's a possible higher-level approach without having to create widgets for every fine items (which I agree wouldn't be wise here).

I'm mostly saying that for completeness (from my pov I want to reduce some cases of people adding and maintaining their wrappers).

The Demo in "Custom Rendering"->"Canvas" also now showcase a little bit of dragging:

Doesn't feel solid to me, sorry.

I thought I would be nice to demo it this way, but instead I reworked the code to be closer to your logic:

ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);
[....]
// Pan (we use a zero mouse threshold when there's no context menu)
// You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.
const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;
if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))
[...]
if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && ....

ocornut added a commit that referenced this issue Nov 8, 2022
…2891, #3370, #4828, #5108, #5242, #5641)

- Added SetKeyOwner(), SetItemKeyOwner(), TestKeyOwner().
- Added new IsKeyXXX IsMouseXXX functions with ImGuID owner_id and flags.
- Obsoleted SetItemUsingMouseWheel(). (#2891)
- Removed IsKeyPresseedEx() which was a recent internal addition 2022-07-08 deemed to be temporary exactly for this.
- Added ImGuiButtonFlags_NoSetKeyOwner, ImGuiButtonFlags_NoTestKeyOwner
- Added ImGuiSelectableFlags_NoSetKeyOwner.
- Added ImGuiInputFlags_LockThisFrame, ImGuiInputFlags_LockUntilRelease for for SetKeyOwner(), SetItemKeyOwner().
- Added ImGuiInputFlags_CondXXX values for SetItemKeyOwner().
ocornut added a commit that referenced this issue Nov 8, 2022
@ocornut
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ocornut commented Nov 8, 2022

I have now pushed a set of new features to manage input ownership and shortcut routing.
The new features are currently in imgui_internal.h and expected to be moved into public API by 1.90 (aka next release AFTER 1.89).

This is not the case I am asking for. I need a way to stop further code within the current frame from reacting to given mouse events. As for what happens in next frames - it's up to my logic to handle.

As mentioned in earlier messages of this thread (e.g. #3370 (comment)),
The general design idea is to favor associating ownership to held keys. This has benefits over "eating" keys/buttons.
I'm hoping you can consider this. The TL;DR; is to call IsKeyXXXX functions with an explicit owner ImGuiID or ImGuiInputOwner_None.

IsKeyPressed(xxxx) -> IsKeyPressed(xxxx, id);  // return key if no owner or matching owner. ID is item id or arbitrary id of your own.
IsKeyPressed(xxxx) -> IsKeyPressed(xxxx, ImGuiInputOwner_None); // return key if no owner.

Relevant API:

// 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() explicitely used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
#define ImGuiKeyOwner_None          ((ImGuiID)-1)   // Require key to have no owner.

// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
// - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)
// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
//   Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitely used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);    // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);

// [EXPERIMENTAL] Low-Level: Key/Input Ownership
// - The idea is that instead of "eating" a given input, we can link to an owner.
// - 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.
// - 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 a result of a down/press event, the SetKeyOwner() call may be done once (common case).
//   - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).
// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
//   Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
ImGuiID            GetKeyOwner(ImGuiKey key);
void               SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
void               SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0);           // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
bool               TestKeyOwner(ImGuiKey key, ImGuiID owner_id);                       // Test that key is either not owned, either owned by 'owner_id'
ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiKey key)     { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &GImGui->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }

However for the purpose of interacting with legacy code which is not ownership aware, it is indeed possible to do the equivalent of "eating", by locking a key/button away from whoever can't explicitly provide the owner id.
The canonical use case would be:

if (IsKeyPressed(ImGuiKey_F))
   SetKeyOwner(ImGuiKey_F, 0, ImGuiInputFlags_LockThisFrame);

or

if (IsKeyPressed(ImGuiKey_F))
   SetKeyOwner(ImGuiKey_F, 0, ImGuiInputFlags_LockUntilRelease);

That's if you don't expect to query the pressed or down state again yourself, which is what your request suggested.

If you were to want to still access the key, you could do, e.g.

if (IsKeyPressed(ImGuiKey_F))
   SetKeyOwner(ImGuiKey_F, my_id, ImGuiInputFlags_LockUntilRelease);
[...]
IsKeyDown(ImGuiKey_F, my_id); // Can only access down state if provided same id. non-owner-aware code won't see it.

And to clarify, this works with ImGuiKey_MouseLeft, ImGuiKey_MouseRight, etc.
While we can't eliminate existing functions like IsMouseClicked() etc. everything is mirrored into key data.

IsMouseClicked(0) == IsMouseClicked(ImGuiMouseButton_Left) == IsKeyPressed(ImGuiKey_MouseLeft);

And new functions like ownership and routing are tied to key data to the code is simple and uniform.
Internal helper which might be helpful:

inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }

Demos
Because the current api are under imgui_internal.h we currently cannot yet ship the Demo code in imgui_demo.cpp, but the features/demo_input_owner_and_routing branch has said demos over 3 commits.

Pasting here some of the relevant stuff from said branch. Note the third section.

if (ImGui::TreeNode("Key Ownership basics"))
{
    // Demonstrate basic key ownership system
    // Standard widgets all claim and test for key ownership
    // (note that the ActiveId and HoveredId systems also generally prevents multiple items from interacting, but at a different level)
    if (ImGui::TreeNode("1. Standard widgets taking input ownership"))
    {
        HelpMarker("Standard widgets claim and test for key ownership.\n\n\"Keys\" include mouse buttons, gamepad axises etc.");

        const ImGuiKey key = ImGuiKey_MouseLeft; // Note how mouse and gamepad are also included in ImGuiKey: same data type for all.
        const char* key_name = ImGui::GetKeyName(key);
        ImGui::Text("Press '%s'", key_name);

        ImGui::Text("1st read: (button)");
        ImGui::Button("Click and Hold Me Tight!");

        // Assume this is another piece of code running later.
        // The *default* value for owner is ImGuiKeyOwner_Any, same as calling the simplified function:
        //     IsKeyDown(key) == IsKeyDown(key, ImGuiKeyOwner_Any)
        //     IsKeyPressed(key) == IsKeyPressed(key, ImGuiKeyOwner_Any)
        // But notice the "bool repeat = true" parameter in old signature 'IsKeyPressed(key, repeat)'
        // with the new signature becomes 'IsKeyPressed(key, owner, ImGuiInputFlags_Repeat)'
        ImGui::Text("2nd read: (NOT owner-aware)");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key) ? "PRESSED!" : "..");

        ImGui::Text("3rd read: (owner-aware: ImGuiKeyOwner_None)");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, ImGuiKeyOwner_None) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, ImGuiKeyOwner_None) ? "PRESSED!" : "..");

        ImGuiID another_owner = ImGui::GetID("AnotherItem");
        ImGui::Text("4nd read: (owner-aware: different owner)");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, another_owner) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, another_owner) ? "PRESSED!" : "..");

        ImGui::TreePop();
    }

    if (ImGui::TreeNode("2. Calling SetKeyOwner()"))
    {
        const ImGuiKey key = ImGuiKey_A;
        const char* key_name = ImGui::GetKeyName(key);
        ImGui::Text("Press '%s'", key_name);

        ImGui::Text("1st read:");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, false) ? "PRESSED!" : "..");
        ImGui::Text("...when pressed, call SetKeyOwner() with an owner ID.");
        ImGuiID owner_1 = ImGui::GetID("MyItemID");
        if (ImGui::IsKeyPressed(key, owner_1))
            ImGui::SetKeyOwner(key, owner_1);

        // Assume this is another piece of code running later.
        // (same comments as in section 1)
        ImGui::Text("2nd read: (NOT owner-aware)");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key) ? "PRESSED!" : "..");

        ImGui::Text("3rd read: (owner-aware: ImGuiKeyOwner_None)");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, ImGuiKeyOwner_None) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, ImGuiKeyOwner_None) ? "PRESSED!" : "..");

        ImGuiID another_owner = ImGui::GetID("AnotherItem");
        ImGui::Text("4th read: (owner-aware: different owner)");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key, another_owner) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, another_owner) ? "PRESSED!" : "..");

        ImGui::TreePop();
    }

    // Demonstrate using SetKeyOwner() with ImGuiInputFlags_LockThisFrame / ImGuiInputFlags_LockUntilRelease flags.
    // - Using an owner id solves all/most cases as long as everyone is "owner-id-aware",
    //   meaning they call the long form of IsKeyXXX function. This is the preferred way to do things.
    // - Using ImGuiInputFlags_LockXXXX flags is a way to prevent code that is NOT owner-id-aware from accessing the key.
    //   Think of it as "eating" a key completely: only same owner ID can access the key/button.
    if (ImGui::TreeNode("3. Calling SetKeyOwner() with ImGuiInputFlags_LockXXX flags for non-owner-aware code"))
    {
        const ImGuiKey key = ImGuiKey_B;
        const char* key_name = ImGui::GetKeyName(key);
        ImGui::Text("Press '%s'", key_name);
        static bool lock_this_frame = false;
        static bool lock_until_release = false;

        ImGui::Text("1st read:");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, false) ? "PRESSED!" : "..");
        ImGui::Text("...when pressed, call SetKeyOwner() with:");
        ImGui::Checkbox("ImGuiInputFlags_LockThisFrame", &lock_this_frame);
        ImGui::Checkbox("ImGuiInputFlags_LockUntilRelease", &lock_until_release);
        if (ImGui::IsKeyPressed(key, false) && (lock_this_frame || lock_until_release))
            ImGui::SetKeyOwner(key, 0, (lock_this_frame ? ImGuiInputFlags_LockThisFrame : 0) | (lock_until_release ? ImGuiInputFlags_LockUntilRelease : 0));

        // Assume this is another piece of code running later. The calls are not owner-aware,
        // due to the lock they won't be able to see the key.
        ImGui::Text("2nd read: (NOT owner-aware)");
        ImGui::Text("- IsKeyDown(%s): %s", key_name, ImGui::IsKeyDown(key) ? "DOWN!" : "..");
        ImGui::Text("- IsKeyPressed(%s): %s", key_name, ImGui::IsKeyPressed(key, false) ? "PRESSED!" : "..");
        ImGui::TreePop();
    }
    ImGui::TreePop();
}

There are many other features/subtleties.

Since this topic went in many direction, may I suggest:

  • you have a cursory look at this, see if update didn't break anything
  • maybe now or later try to replace your existing TracyMouse.cpp wrapper with ImGuiInputFlags_LockThisFrame, ImGuiInputFlags_LockUntilRelease etc. I would appreciate this as validation that the system can be used for your advanced use cases.
  • then we can close this and whenever you end up digging into new features more extensively you can open new issues.

@wolfpld
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wolfpld commented Nov 8, 2022

Thanks for working on this.

you have a cursory look at this, see if update didn't break anything

If I understand this correctly, the ImGuiInputOwner_None path should work as before, so I don't see where this could break. (Assuming that no code would take ownership of any key, but for this to happen it would have to be a conscious decision).

maybe now or later try to replace your existing TracyMouse.cpp wrapper with ImGuiInputFlags_LockThisFrame, ImGuiInputFlags_LockUntilRelease etc. I would appreciate this as validation that the system can be used for your advanced use cases.

I'm not sure if this would be an easy change due to extra conditions explained previously in #3370 (comment).

@ocornut
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ocornut commented Nov 8, 2022

Thanks for working on this.

I rewrote this dozens of times since the initial draft years ago... Probably one of the highest time-spent-to-line-of-code ratio of my career :)

If I understand this correctly, the ImGuiInputOwner_None path should work as before, so I don't see where this could break.

The default is ImGuiInputOwner_Any == 0 and ImGuiInputOwner_Any path that should work as before.
ImGuiInputOwner_Any == 0 for that convenience (it's one of the few case where _None is not 0 but -1).

(Assuming that no code would take ownership of any key, but for this to happen it would have to be a conscious decision).

Basically the design is that even if code takes ownership (which default widgets do), legacy code won't be affected.
The only exception is when using the ImGuiInputFlags_LockThisFrame/ImGuiInputFlags_LockUntilReleased flags, which the default widgets never uses.

It mostly shouldn't break but there are subtleties involved, since default widgets are setting ownership and testing ownership, I intuit that some overlapping cases may have side-effects. In reality the HoveredId/ActiveId already acted as filter, but there are edge cases where it might have side effects.

ocornut added a commit that referenced this issue May 23, 2024
…wner_NoOwner: avoid confusion with non zero value, makes IsKeyPressed() calls using ImGuiKeyOwner_NoOwner more explicit.

Amend 4448d97 (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
ocornut added a commit that referenced this issue May 23, 2024
…versions of IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(). (#456)

For several reasons those changes makes sense. They are being made because making some of those API public.
Only past users of imgui_internal.h with the extra parameters will be affected.
Added asserts for valid flags in various functions to detect _some_ misuses, BUT NOT ALL.
Amend 4448d97 (#456, #2637, #2620, #2891, #3370, #4828, #5108, #5242, #5641)
Ciachociech added a commit to Ciachociech/imgui that referenced this issue Jul 24, 2024
* 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 <[email protected]>
Co-authored-by: cfillion <[email protected]>
Co-authored-by: Gary Geng <[email protected]>
Co-authored-by: Martin Ejdestig <[email protected]>
Co-authored-by: Kevin Coghlan <[email protected]>
Co-authored-by: Connor Clark <[email protected]>
Co-authored-by: Max Ortner <[email protected]>
Co-authored-by: Hugues Evrard <[email protected]>
Co-authored-by: Aemony <[email protected]>
Co-authored-by: Yan Pujante <[email protected]>
Co-authored-by: Cyao <[email protected]>
Co-authored-by: wermi <[email protected]>
Co-authored-by: Thomas Stehle <[email protected]>
@breadnone
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breadnone commented Sep 28, 2024

We have a massive nested treenodes for our project and hit this issue. It would be nice if imgui have something like ImGui::ConsumeMouseEvent or ImGui::Used just to tell down the hierarchy that it's used and should be ignored.

currently the way we're doing this is by comparing the delta time, which is kinda not nice

note that we require to do mouse hit test on the header(only the header) of a treenode so the check for mouse event is outside the scope of the treenode, which causing this issue.

@ocornut
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ocornut commented Sep 28, 2024

@breadnone please explain your problem in better details in a new issue. Lots has been added and done since the original post. Any tree node will register key/button ownership when being clicked. Please don’t talk about hypothetical function names but focus on your actual issue. I don’t understand what does delta time as anything to do with this.

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