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https://github.com/Drezil/imgui.git
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Inputs: Fixed IsMouseClicked() repeat mode rate being half of keyboard repeat rate. Using KeyModAlt. Removed KeyModsPrev.
This commit is contained in:
24
imgui.cpp
24
imgui.cpp
@ -1250,7 +1250,7 @@ void ImGuiIO::ClearInputKeys()
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KeysData[n].DownDurationPrev = -1.0f;
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}
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KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
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KeyMods = KeyModsPrev = ImGuiKeyModFlags_None;
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KeyMods = ImGuiKeyModFlags_None;
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for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)
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NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
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}
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@ -3938,9 +3938,6 @@ static void ImGui::UpdateKeyboardInputs()
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
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io.KeyMods = GetMergedKeyModFlags();
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// Import legacy keys or verify they are not used
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (io.BackendUsingLegacyKeyArrays == 0)
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@ -3982,6 +3979,9 @@ static void ImGui::UpdateKeyboardInputs()
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}
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#endif
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
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io.KeyMods = GetMergedKeyModFlags();
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// Clear gamepad data if disabled
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if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
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for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
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@ -4864,7 +4864,6 @@ void ImGui::EndFrame()
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// Clear Input data for next frame
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g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
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g.IO.InputQueueCharacters.resize(0);
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g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
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memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
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CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
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@ -7657,14 +7656,8 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
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const float t = g.IO.MouseDownDuration[button];
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if (t == 0.0f)
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return true;
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if (repeat && t > g.IO.KeyRepeatDelay)
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{
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// FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
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int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
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if (amount > 0)
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return true;
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}
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return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
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return false;
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}
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@ -10796,7 +10789,7 @@ static void ImGui::NavUpdateWindowing()
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// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
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// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
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if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt))
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{
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g.NavWindowingToggleLayer = true;
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g.NavInputSource = ImGuiInputSource_Keyboard;
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@ -10809,13 +10802,12 @@ static void ImGui::NavUpdateWindowing()
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g.NavWindowingToggleLayer = false;
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// Apply layer toggle on release
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// Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false)
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// Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
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if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer)
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if (IsKeyReleased(ImGuiKey_ModAlt) && g.NavWindowingToggleLayer)
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if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
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if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
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apply_toggle_layer = true;
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if (!io.KeyAlt)
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if (!IsKeyDown(ImGuiKey_ModAlt))
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g.NavWindowingToggleLayer = false;
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}
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