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Added GetKeyPressedAmount() (from Nav branch) to be able to measure fast repeat rate accurately. Added internal CalcTypematicPressedRepeatAmount() function.
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parent
1f1e63f705
commit
358e7a194e
26
imgui.cpp
26
imgui.cpp
@ -3154,6 +3154,25 @@ bool ImGui::IsKeyDown(int user_key_index)
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return GImGui->IO.KeysDown[user_key_index];
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}
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int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
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{
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if (t == 0.0f)
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return 1;
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if (t <= repeat_delay || repeat_rate <= 0.0f)
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return 0;
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const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate);
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return (count > 0) ? count : 0;
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}
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int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
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{
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ImGuiContext& g = *GImGui;
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if (key_index < 0) return false;
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IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
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const float t = g.IO.KeysDownDuration[key_index];
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return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
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}
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bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
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{
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ImGuiContext& g = *GImGui;
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@ -3162,13 +3181,8 @@ bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
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const float t = g.IO.KeysDownDuration[user_key_index];
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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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float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
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if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
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return true;
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}
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return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
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return false;
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}
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1
imgui.h
1
imgui.h
@ -452,6 +452,7 @@ namespace ImGui
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IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
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IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
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IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
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IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
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IMGUI_API bool IsMouseDown(int button); // is mouse button held
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IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
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IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
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@ -764,6 +764,8 @@ namespace ImGui
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IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing);
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IMGUI_API bool IsPopupOpen(ImGuiID id);
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IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
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// New Columns API
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IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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