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https://github.com/Drezil/imgui.git
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Internals: renamed recently added ImGuiInputReadFlags to ImGuiInputFlags. (Amend 8b8a61b
)
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parent
6ab5fd1da9
commit
2d38bc99b3
20
imgui.cpp
20
imgui.cpp
@ -7735,14 +7735,14 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo
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return count;
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return count;
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}
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}
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void ImGui::GetTypematicRepeatRate(ImGuiInputReadFlags flags, float* repeat_delay, float* repeat_rate)
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void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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switch (flags & ImGuiInputReadFlags_RepeatRateMask_)
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switch (flags & ImGuiInputFlags_RepeatRateMask_)
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{
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{
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case ImGuiInputReadFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
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case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
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case ImGuiInputReadFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
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case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
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case ImGuiInputReadFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
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case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
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}
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}
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}
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}
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@ -7776,12 +7776,12 @@ bool ImGui::IsKeyDown(ImGuiKey key)
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bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
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bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
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{
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{
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return IsKeyPressedEx(key, repeat ? ImGuiInputReadFlags_Repeat : ImGuiInputReadFlags_None);
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return IsKeyPressedEx(key, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
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}
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}
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// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
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// Important: unlike legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
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// [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership.
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// [Internal] 2022/07: Do not call this directly! It is a temporary entry point which we will soon replace with an overload for IsKeyPressed() when we introduce key ownership.
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bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputReadFlags flags)
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bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
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{
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{
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const ImGuiKeyData* key_data = GetKeyData(key);
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const ImGuiKeyData* key_data = GetKeyData(key);
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const float t = key_data->DownDuration;
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const float t = key_data->DownDuration;
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@ -7789,7 +7789,7 @@ bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputReadFlags flags)
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return false;
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return false;
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bool pressed = (t == 0.0f);
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bool pressed = (t == 0.0f);
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if (!pressed && ((flags & ImGuiInputReadFlags_Repeat) != 0))
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if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
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{
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{
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float repeat_delay, repeat_rate;
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float repeat_delay, repeat_rate;
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GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
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GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
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@ -10225,7 +10225,7 @@ float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
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{
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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float repeat_delay, repeat_rate;
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float repeat_delay, repeat_rate;
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GetTypematicRepeatRate(ImGuiInputReadFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
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GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
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ImGuiKey key_less, key_more;
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ImGuiKey key_less, key_more;
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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if (g.NavInputSource == ImGuiInputSource_Gamepad)
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@ -10444,7 +10444,7 @@ void ImGui::NavUpdateCreateMoveRequest()
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g.NavMoveScrollFlags = ImGuiScrollFlags_None;
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g.NavMoveScrollFlags = ImGuiScrollFlags_None;
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if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
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if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
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{
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{
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const ImGuiInputReadFlags repeat_mode = ImGuiInputReadFlags_Repeat | ImGuiInputReadFlags_RepeatRateNavMove;
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const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove;
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode) || IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Left; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsKeyPressedEx(ImGuiKey_GamepadDpadLeft, repeat_mode) || IsKeyPressedEx(ImGuiKey_LeftArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Left; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode) || IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Right; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsKeyPressedEx(ImGuiKey_GamepadDpadRight, repeat_mode) || IsKeyPressedEx(ImGuiKey_RightArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Right; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode) || IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Up; }
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if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsKeyPressedEx(ImGuiKey_GamepadDpadUp, repeat_mode) || IsKeyPressedEx(ImGuiKey_UpArrow, repeat_mode))) { g.NavMoveDir = ImGuiDir_Up; }
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@ -148,7 +148,7 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
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typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
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typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
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typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
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typedef int ImGuiInputReadFlags; // -> enum ImGuiInputReadFlags_ // Flags: for IsKeyPressedEx()
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typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressedEx()
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
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@ -1243,15 +1243,15 @@ struct ImGuiInputEvent
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// Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed)
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// Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed)
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// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
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// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
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enum ImGuiInputReadFlags_
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enum ImGuiInputFlags_
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{
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{
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// Flags for IsKeyPressedEx()
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// Flags for IsKeyPressedEx()
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ImGuiInputReadFlags_None = 0,
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ImGuiInputFlags_None = 0,
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ImGuiInputReadFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputReadFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputReadFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputReadFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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ImGuiInputReadFlags_RepeatRateMask_ = ImGuiInputReadFlags_RepeatRateDefault | ImGuiInputReadFlags_RepeatRateNavMove | ImGuiInputReadFlags_RepeatRateNavTweak,
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ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
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};
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};
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -2712,8 +2712,8 @@ namespace ImGui
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IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
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IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
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IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
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IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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IMGUI_API void GetTypematicRepeatRate(ImGuiInputReadFlags flags, float* repeat_delay, float* repeat_rate);
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IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
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IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputReadFlags flags = 0);
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IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags = 0);
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
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inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
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#endif
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#endif
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