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https://github.com/ocornut/imgui.git
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Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
This commit is contained in:
parent
87caf27ac4
commit
45736443be
@ -75,6 +75,8 @@ Other changes:
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- Drag and Drop: fixed GetDragDropPayload() returning a non-NULL value if a drag source is
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active but a payload hasn't been submitted yet. This is convenient to detect new payload
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from within a drag source handler. (#5910, #143)
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- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
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- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
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- Backends: GLFW: cancel out errors emitted by glfwGetKeyName() when a name is missing. (#5908)
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- Backends: WebGPU: fixed validation error with default depth buffer settings. (#5869, #5914) [@kdchambers]
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162
imgui.cpp
162
imgui.cpp
@ -12982,6 +12982,55 @@ static void RenderViewportsThumbnails()
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ImGui::Dummy(bb_full.GetSize() * SCALE);
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}
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// Draw an arbitrary US keyboard layout to visualize translated keys
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void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
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{
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const ImVec2 key_size = ImVec2(35.0f, 35.0f);
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const float key_rounding = 3.0f;
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const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
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const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
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const float key_face_rounding = 2.0f;
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const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
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const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
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const float key_row_offset = 9.0f;
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ImVec2 board_min = GetCursorScreenPos();
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ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
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ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
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struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
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const KeyLayoutData keys_to_display[] =
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{
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{ 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
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{ 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
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{ 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
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};
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// Elements rendered manually via ImDrawList API are not clipped automatically.
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// While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
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Dummy(board_max - board_min);
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if (!IsItemVisible())
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return;
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draw_list->PushClipRect(board_min, board_max, true);
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for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
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{
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const KeyLayoutData* key_data = &keys_to_display[n];
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ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
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ImVec2 key_max = key_min + key_size;
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draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
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draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
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ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
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ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
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draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
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draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
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ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
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draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
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if (ImGui::IsKeyDown(key_data->Key))
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draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
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}
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draw_list->PopClipRect();
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}
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// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
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void ImGui::DebugTextEncoding(const char* str)
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{
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@ -13380,41 +13429,95 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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TreePop();
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}
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if (TreeNode("Key Owners & Shortcut Routing"))
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if (TreeNode("Inputs"))
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{
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TextUnformatted("Key Owners:");
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if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8)))
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Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
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{
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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{
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ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
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if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
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continue;
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Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
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owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
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DebugLocateItemOnHover(owner_data->OwnerCurr);
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}
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EndListBox();
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// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
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// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
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Indent();
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
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#else
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
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//Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
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#endif
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Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
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Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
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Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
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Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
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DebugRenderKeyboardPreview(GetWindowDrawList());
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Unindent();
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}
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TextUnformatted("Shortcut Routing:");
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if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8)))
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Text("MOUSE STATE");
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{
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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Indent();
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if (IsMousePosValid())
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Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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else
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Text("Mouse pos: <INVALID>");
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Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
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int count = IM_ARRAYSIZE(io.MouseDown);
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Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
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Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
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Text("Mouse wheel: %.1f", io.MouseWheel);
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Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
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Unindent();
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}
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Text("MOUSE WHEELING");
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{
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Indent();
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Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
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Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
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Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
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Unindent();
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}
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Text("KEY OWNERS");
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{
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Indent();
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if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
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{
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ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
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for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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{
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char key_chord_name[64];
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ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
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GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
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Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
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DebugLocateItemOnHover(routing_data->RoutingCurr);
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idx = routing_data->NextEntryIndex;
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ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
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if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
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continue;
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Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
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owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
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DebugLocateItemOnHover(owner_data->OwnerCurr);
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}
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EndListBox();
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}
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EndListBox();
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Unindent();
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}
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Text("SHORTCUT ROUTING");
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{
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Indent();
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if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
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{
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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{
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ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
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for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
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{
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char key_chord_name[64];
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ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
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GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
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Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
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DebugLocateItemOnHover(routing_data->RoutingCurr);
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idx = routing_data->NextEntryIndex;
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}
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}
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EndListBox();
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}
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Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
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Unindent();
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}
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Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
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TreePop();
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}
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@ -13454,13 +13557,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
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Unindent();
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Text("MOUSE WHEELING");
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Indent();
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Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
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Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
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Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
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Unindent();
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TreePop();
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}
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200
imgui_demo.cpp
200
imgui_demo.cpp
@ -5686,15 +5686,47 @@ namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }
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static void ShowDemoWindowInputs()
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{
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus");
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if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))
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IMGUI_DEMO_MARKER("Inputs & Focus");
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if (ImGui::CollapsingHeader("Inputs & Focus"))
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{
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ImGuiIO& io = ImGui::GetIO();
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// Display ImGuiIO output flags
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output");
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// Display inputs submitted to ImGuiIO
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IMGUI_DEMO_MARKER("Inputs & Focus/Inputs");
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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if (ImGui::TreeNode("Output"))
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if (ImGui::TreeNode("Inputs"))
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{
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HelpMarker(
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"This is a simplified view. See more detailed input state:\n"
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"- in 'Tools->Metrics/Debugger->Inputs'.\n"
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"- in 'Tools->Debug Log->IO'.");
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if (ImGui::IsMousePosValid())
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ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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else
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ImGui::Text("Mouse pos: <INVALID>");
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ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
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ImGui::Text("Mouse down:");
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
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// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
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// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
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#else
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
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#endif
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ImGui::Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); ImGui::SameLine(); ImGui::Text("(%.02f)", ImGui::GetKeyData(key)->DownDuration); }
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ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
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ImGui::TreePop();
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}
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// Display ImGuiIO output flags
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IMGUI_DEMO_MARKER("Inputs & Focus/Outputs");
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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if (ImGui::TreeNode("Outputs"))
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{
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ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
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ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
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@ -5705,127 +5737,8 @@ static void ShowDemoWindowInputs()
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ImGui::TreePop();
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}
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// Display Mouse state
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State");
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if (ImGui::TreeNode("Mouse State"))
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{
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if (ImGui::IsMousePosValid())
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ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
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else
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ImGui::Text("Mouse pos: <INVALID>");
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ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
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int count = IM_ARRAYSIZE(io.MouseDown);
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ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
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ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); }
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ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
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ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
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ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
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ImGui::TreePop();
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}
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// Display mouse cursors
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse Cursors");
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if (ImGui::TreeNode("Mouse Cursors"))
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{
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const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
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IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
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ImGuiMouseCursor current = ImGui::GetMouseCursor();
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ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
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ImGui::BeginDisabled(true);
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ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
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ImGui::EndDisabled();
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ImGui::Text("Hover to see mouse cursors:");
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ImGui::SameLine(); HelpMarker(
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"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
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||||
"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
|
||||
"otherwise your backend needs to handle it.");
|
||||
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
|
||||
{
|
||||
char label[32];
|
||||
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
|
||||
ImGui::Bullet(); ImGui::Selectable(label, false);
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetMouseCursor(i);
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Display Keyboard/Mouse state
|
||||
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");
|
||||
if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State"))
|
||||
{
|
||||
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
|
||||
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
|
||||
const ImGuiKey key_first = (ImGuiKey)ImGuiKey_NamedKey_BEGIN;
|
||||
#else
|
||||
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
|
||||
const ImGuiKey key_first = (ImGuiKey)0;
|
||||
//ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
|
||||
#endif
|
||||
ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
|
||||
ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
|
||||
ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
|
||||
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
|
||||
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
|
||||
|
||||
// Draw an arbitrary US keyboard layout to visualize translated keys
|
||||
{
|
||||
const ImVec2 key_size = ImVec2(35.0f, 35.0f);
|
||||
const float key_rounding = 3.0f;
|
||||
const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
|
||||
const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
|
||||
const float key_face_rounding = 2.0f;
|
||||
const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
|
||||
const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
|
||||
const float key_row_offset = 9.0f;
|
||||
|
||||
ImVec2 board_min = ImGui::GetCursorScreenPos();
|
||||
ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
|
||||
ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
|
||||
|
||||
struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
|
||||
const KeyLayoutData keys_to_display[] =
|
||||
{
|
||||
{ 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
|
||||
{ 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
|
||||
{ 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
|
||||
};
|
||||
|
||||
// Elements rendered manually via ImDrawList API are not clipped automatically.
|
||||
// While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
|
||||
ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y));
|
||||
if (ImGui::IsItemVisible())
|
||||
{
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
draw_list->PushClipRect(board_min, board_max, true);
|
||||
for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
|
||||
{
|
||||
const KeyLayoutData* key_data = &keys_to_display[n];
|
||||
ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
|
||||
ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y);
|
||||
draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
|
||||
draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
|
||||
ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
|
||||
ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
|
||||
draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
|
||||
draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
|
||||
ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
|
||||
draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
|
||||
if (ImGui::IsKeyDown(key_data->Key))
|
||||
draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
|
||||
}
|
||||
draw_list->PopClipRect();
|
||||
}
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Capture override"))
|
||||
IMGUI_DEMO_MARKER("Inputs & Focus/IO Output: Capture override");
|
||||
if (ImGui::TreeNode("IO Output: Capture override"))
|
||||
{
|
||||
HelpMarker(
|
||||
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
|
||||
@ -5859,7 +5772,36 @@ static void ShowDemoWindowInputs()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Tabbing");
|
||||
// Display mouse cursors
|
||||
IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
|
||||
if (ImGui::TreeNode("Mouse Cursors"))
|
||||
{
|
||||
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
|
||||
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
|
||||
|
||||
ImGuiMouseCursor current = ImGui::GetMouseCursor();
|
||||
ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
|
||||
ImGui::BeginDisabled(true);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
|
||||
ImGui::EndDisabled();
|
||||
|
||||
ImGui::Text("Hover to see mouse cursors:");
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
|
||||
"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
|
||||
"otherwise your backend needs to handle it.");
|
||||
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
|
||||
{
|
||||
char label[32];
|
||||
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
|
||||
ImGui::Bullet(); ImGui::Selectable(label, false);
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetMouseCursor(i);
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing");
|
||||
if (ImGui::TreeNode("Tabbing"))
|
||||
{
|
||||
ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
|
||||
@ -5875,7 +5817,7 @@ static void ShowDemoWindowInputs()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Focus from code");
|
||||
IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code");
|
||||
if (ImGui::TreeNode("Focus from code"))
|
||||
{
|
||||
bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
|
||||
@ -5917,7 +5859,7 @@ static void ShowDemoWindowInputs()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Dragging");
|
||||
IMGUI_DEMO_MARKER("Inputs & Focus/Dragging");
|
||||
if (ImGui::TreeNode("Dragging"))
|
||||
{
|
||||
ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
|
||||
|
@ -3162,6 +3162,7 @@ namespace ImGui
|
||||
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
|
||||
IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
|
||||
IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
|
||||
IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list);
|
||||
IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
|
||||
|
||||
// Obsolete functions
|
||||
|
Loading…
Reference in New Issue
Block a user