Inputs: Extra Keys / AddKeyEvent(): Added ImGuiKey values, io.AddKeyEvent(), GetKeyName(), IMGUI_DISABLE_OBSOLETE_KEYIO. Obsoleted GetKeyIndex(), io.KeyMap[], io.KeysDown[]. (#2625, #4858, #2787)

This commit is contained in:
thedmd
2021-12-11 23:53:38 +01:00
committed by ocornut
parent afffcd5810
commit 3b66929301
6 changed files with 384 additions and 106 deletions

View File

@ -543,6 +543,7 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran
template<int BITCOUNT>
struct IMGUI_API ImBitArray
{
static const int Size = BITCOUNT;
ImU32 Storage[(BITCOUNT + 31) >> 5];
ImBitArray() { ClearAllBits(); }
void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
@ -552,6 +553,8 @@ struct IMGUI_API ImBitArray
void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
};
template<int BITCOUNT>
const int ImBitArray<BITCOUNT>::Size;
// Helper: ImBitVector
// Store 1-bit per value.
@ -1553,7 +1556,7 @@ struct ImGuiContext
bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
ImBitArray<ImGuiKey_NamedKey_COUNT> ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
@ -1789,7 +1792,7 @@ struct ImGuiContext
ActiveIdUsingMouseWheel = false;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask = 0x00;
ActiveIdUsingKeyInputMask.ClearAllBits();
ActiveIdClickOffset = ImVec2(-1, -1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
@ -2594,9 +2597,9 @@ namespace ImGui
IMGUI_API void SetActiveIdUsingNavAndKeys();
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
inline bool IsActiveIdUsingKey(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask.TestBit(key - ImGuiKey_NamedKey_BEGIN); }
inline void SetActiveIdUsingKey(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key - ImGuiKey_NamedKey_BEGIN); }
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();