mirror of
https://github.com/ocornut/imgui.git
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(BREAKING) Replaced AddKeyModsEvent() added by 790132a
in favor of unified key enum system. Backends: update most. (#4921, #4858)
Sorry this is an unusual breaking but since we are WIP it is a good time to make a correction.
This commit is contained in:
parent
718daa153d
commit
c906c65cac
@ -17,6 +17,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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@ -448,12 +449,10 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
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ImGuiIO& io = ImGui::GetIO();
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ALLEGRO_KEYBOARD_STATE keys;
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al_get_keyboard_state(&keys);
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ImGuiKeyModFlags key_mods =
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((al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)) ? ImGuiKeyModFlags_Ctrl : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)) ? ImGuiKeyModFlags_Shift : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)) ? ImGuiKeyModFlags_Alt : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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io.AddKeyEvent(ImGuiKey_ModCtrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
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io.AddKeyEvent(ImGuiKey_ModShift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
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io.AddKeyEvent(ImGuiKey_ModAlt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
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io.AddKeyEvent(ImGuiKey_ModSuper, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -16,9 +16,10 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
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@ -244,12 +245,10 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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((mods & GLFW_MOD_CONTROL) ? ImGuiKeyModFlags_Ctrl : 0) |
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((mods & GLFW_MOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) |
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((mods & GLFW_MOD_ALT) ? ImGuiKeyModFlags_Alt : 0) |
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((mods & GLFW_MOD_SUPER) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
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io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
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io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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@ -20,6 +20,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
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@ -207,11 +208,9 @@ static void ImGui_ImplGLUT_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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int glut_key_mods = glutGetModifiers();
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ImGuiKeyModFlags key_mods =
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((glut_key_mods & GLUT_ACTIVE_CTRL) ? ImGuiKeyModFlags_Ctrl : 0) |
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((glut_key_mods & GLUT_ACTIVE_SHIFT) ? ImGuiKeyModFlags_Shift : 0) |
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((glut_key_mods & GLUT_ACTIVE_ALT) ? ImGuiKeyModFlags_Alt : 0);
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io.AddKeyModsEvent(key_mods);
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io.AddKeyEvent(ImGuiKey_ModCtrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
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io.AddKeyEvent(ImGuiKey_ModShift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
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io.AddKeyEvent(ImGuiKey_ModAlt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
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}
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static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)
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@ -18,9 +18,10 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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@ -227,12 +228,10 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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((sdl_key_mods & KMOD_CTRL) ? ImGuiKeyModFlags_Ctrl : 0) |
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((sdl_key_mods & KMOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) |
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((sdl_key_mods & KMOD_ALT) ? ImGuiKeyModFlags_Alt : 0) |
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((sdl_key_mods & KMOD_GUI) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
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io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
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io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
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io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -34,9 +34,10 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before a key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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@ -237,12 +238,10 @@ static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
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static void ImGui_ImplWin32_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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((IsVkDown(VK_CONTROL)) ? ImGuiKeyModFlags_Ctrl : 0) |
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((IsVkDown(VK_SHIFT) ) ? ImGuiKeyModFlags_Shift : 0) |
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((IsVkDown(VK_MENU)) ? ImGuiKeyModFlags_Alt : 0) |
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((IsVkDown(VK_APPS)) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL));
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io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT));
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io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU));
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io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS));
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}
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static void ImGui_ImplWin32_UpdateMouseData()
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@ -44,7 +44,8 @@ Breaking Changes:
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- This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
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- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
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- Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
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- Added io.AddKeyModsEvent() function, obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
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- For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
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obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
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- Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
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- Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1).
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- Added GetKeyName() helper function.
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@ -78,6 +79,8 @@ Breaking Changes:
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io.AddKeyEvent(), io.AddKeyAnalogEvent().
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- Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
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- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
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- Moved ImGuiKeyModsFlags definition from imgui.h to imgui_internal.h. Was never advertised and used in a place
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marked "private" in comments. Will still be used internally.
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- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
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This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
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(Instead you may implement custom expression evaluators to provide a better version of this).
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@ -105,7 +108,7 @@ Other Changes:
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- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut]
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Previously the most common issue case (button presses in low framerates) was handled by backend. This is now
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handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
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- New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent(), AddKeyModsEvent().
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- New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent().
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- New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
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- Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd.
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- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,
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66
imgui.cpp
66
imgui.cpp
@ -384,6 +384,7 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2022/01/26 (1.87) - inputs: moved ImGuiKeyModsFlags definition from imgui.h to imgui_internal.h. Was never advertised and used in a place marked "private" in comments. Will still be used internally.
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- 2022/01/20 (1.87) - inputs: reworded gamepad IO.
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- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
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- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
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@ -396,8 +397,9 @@ CODE
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- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
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- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
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- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent()
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- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.*
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- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
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- inputs: added io.AddKeyModsEvent() instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
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- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
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- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
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- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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@ -1315,18 +1317,6 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
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#endif
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}
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void ImGuiIO::AddKeyModsEvent(ImGuiKeyModFlags modifiers)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_KeyMods;
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e.Source = ImGuiInputSource_Keyboard;
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e.KeyMods.Mods = modifiers;
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g.InputEventsQueue.push_back(e);
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}
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// Queue a mouse move event
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void ImGuiIO::AddMousePosEvent(float x, float y)
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{
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@ -3944,6 +3934,13 @@ static void ImGui::UpdateKeyboardInputs()
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io.KeysData[key].Down = io.KeysDown[n];
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io.BackendUsingLegacyKeyArrays = 1;
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}
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if (io.BackendUsingLegacyKeyArrays == 1)
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{
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io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl;
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io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift;
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io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt;
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io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper;
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}
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}
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#endif
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@ -4331,6 +4328,11 @@ void ImGui::NewFrame()
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// Update keyboard input state
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UpdateKeyboardInputs();
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//IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
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//IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
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//IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
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//IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
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// Update gamepad/keyboard navigation
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NavUpdate();
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@ -7513,7 +7515,8 @@ static const char* const GKeyNames[] =
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"GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight",
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"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
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"GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight",
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"GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight"
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"GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight",
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"ModCtrl", "ModShift", "ModAlt", "ModSuper"
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};
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IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
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@ -7758,7 +7761,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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ImGuiIO& io = g.IO;
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bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false;
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int mouse_button_changed = 0x00, key_mods_changed = 0x00;
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int mouse_button_changed = 0x00;
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ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
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int event_n = 0;
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@ -7773,7 +7776,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
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{
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || key_mods_changed || text_inputed))
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed))
|
||||
break;
|
||||
io.MousePos = event_pos;
|
||||
mouse_moved = true;
|
||||
@ -7806,8 +7809,9 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_Key)
|
||||
{
|
||||
IM_ASSERT(e->Key.Key != ImGuiKey_None);
|
||||
const int keydata_index = (e->Key.Key - ImGuiKey_KeysData_OFFSET);
|
||||
ImGuiKey key = e->Key.Key;
|
||||
IM_ASSERT(key != ImGuiKey_None);
|
||||
const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);
|
||||
ImGuiKeyData* keydata = &io.KeysData[keydata_index];
|
||||
if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
|
||||
{
|
||||
@ -7818,23 +7822,15 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
keydata->AnalogValue = e->Key.AnalogValue;
|
||||
key_changed = true;
|
||||
key_changed_mask.SetBit(keydata_index);
|
||||
}
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_KeyMods)
|
||||
{
|
||||
const ImGuiKeyModFlags modifiers = e->KeyMods.Mods;
|
||||
if (io.KeyMods != modifiers)
|
||||
{
|
||||
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
||||
ImGuiKeyModFlags modifiers_that_are_changing = (io.KeyMods ^ modifiers);
|
||||
if (trickle_fast_inputs && (key_mods_changed & modifiers_that_are_changing) != 0)
|
||||
break;
|
||||
io.KeyMods = modifiers;
|
||||
io.KeyCtrl = (modifiers & ImGuiKeyModFlags_Ctrl) != 0;
|
||||
io.KeyShift = (modifiers & ImGuiKeyModFlags_Shift) != 0;
|
||||
io.KeyAlt = (modifiers & ImGuiKeyModFlags_Alt) != 0;
|
||||
io.KeySuper = (modifiers & ImGuiKeyModFlags_Super) != 0;
|
||||
key_mods_changed |= modifiers_that_are_changing;
|
||||
|
||||
if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper)
|
||||
{
|
||||
if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; }
|
||||
if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; }
|
||||
if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; }
|
||||
if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
|
||||
io.KeyMods = GetMergedKeyModFlags();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_Char)
|
||||
|
26
imgui.h
26
imgui.h
@ -65,7 +65,7 @@ Index of this file:
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.87 WIP"
|
||||
#define IMGUI_VERSION_NUM 18613
|
||||
#define IMGUI_VERSION_NUM 18614
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
|
||||
@ -1421,6 +1421,19 @@ enum ImGuiKey_
|
||||
ImGuiKey_GamepadRStickLeft, // [Analog]
|
||||
ImGuiKey_GamepadRStickRight, // [Analog]
|
||||
|
||||
// Keyboard Modifiers
|
||||
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
|
||||
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
|
||||
// - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those
|
||||
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl).
|
||||
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
|
||||
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
|
||||
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
|
||||
ImGuiKey_ModCtrl,
|
||||
ImGuiKey_ModShift,
|
||||
ImGuiKey_ModAlt,
|
||||
ImGuiKey_ModSuper,
|
||||
|
||||
ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
|
||||
|
||||
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
|
||||
@ -1441,16 +1454,6 @@ enum ImGuiKey_
|
||||
#endif
|
||||
};
|
||||
|
||||
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
|
||||
enum ImGuiKeyModFlags_
|
||||
{
|
||||
ImGuiKeyModFlags_None = 0,
|
||||
ImGuiKeyModFlags_Ctrl = 1 << 0,
|
||||
ImGuiKeyModFlags_Shift = 1 << 1,
|
||||
ImGuiKeyModFlags_Alt = 1 << 2,
|
||||
ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key
|
||||
};
|
||||
|
||||
// Gamepad/Keyboard navigation
|
||||
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
|
||||
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
|
||||
@ -1957,7 +1960,6 @@ struct ImGuiIO
|
||||
// Input Functions
|
||||
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
|
||||
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
|
||||
IMGUI_API void AddKeyModsEvent(ImGuiKeyModFlags modifiers); // Queue a change of Ctrl/Shift/Alt/Super modifiers
|
||||
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
|
||||
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
|
||||
IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
|
||||
|
@ -898,7 +898,6 @@ enum ImGuiPlotType
|
||||
ImGuiPlotType_Histogram
|
||||
};
|
||||
|
||||
|
||||
enum ImGuiPopupPositionPolicy
|
||||
{
|
||||
ImGuiPopupPositionPolicy_Default,
|
||||
@ -1165,6 +1164,16 @@ enum ImGuiKeyPrivate_
|
||||
ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1
|
||||
};
|
||||
|
||||
// Helper to store all mods easily. Stored in e.g. io.KeyMods.
|
||||
enum ImGuiKeyModFlags_
|
||||
{
|
||||
ImGuiKeyModFlags_None = 0,
|
||||
ImGuiKeyModFlags_Ctrl = 1 << 0,
|
||||
ImGuiKeyModFlags_Shift = 1 << 1,
|
||||
ImGuiKeyModFlags_Alt = 1 << 2,
|
||||
ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key
|
||||
};
|
||||
|
||||
enum ImGuiInputEventType
|
||||
{
|
||||
ImGuiInputEventType_None = 0,
|
||||
@ -1172,7 +1181,6 @@ enum ImGuiInputEventType
|
||||
ImGuiInputEventType_MouseWheel,
|
||||
ImGuiInputEventType_MouseButton,
|
||||
ImGuiInputEventType_Key,
|
||||
ImGuiInputEventType_KeyMods,
|
||||
ImGuiInputEventType_Char,
|
||||
ImGuiInputEventType_Focus,
|
||||
ImGuiInputEventType_COUNT
|
||||
@ -1195,7 +1203,6 @@ struct ImGuiInputEventMousePos { float PosX, PosY; };
|
||||
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
|
||||
struct ImGuiInputEventMouseButton { int Button; bool Down; };
|
||||
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
|
||||
struct ImGuiInputEventKeyMods { ImGuiKeyModFlags Mods; };
|
||||
struct ImGuiInputEventText { unsigned int Char; };
|
||||
struct ImGuiInputEventAppFocused { bool Focused; };
|
||||
|
||||
@ -1209,7 +1216,6 @@ struct ImGuiInputEvent
|
||||
ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
|
||||
ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
|
||||
ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
|
||||
ImGuiInputEventKeyMods KeyMods; // if Type == ImGuiInputEventType_Modifiers
|
||||
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
|
||||
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user