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Further clarifications of the key indices passed to IsKeyXXX functions (#1159)
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parent
9da53bcecd
commit
62c4698a73
31
imgui.cpp
31
imgui.cpp
@ -3148,25 +3148,26 @@ static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
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return ImGui::IsKeyPressed(key_index, repeat);
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}
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int ImGui::GetKeyIndex(ImGuiKey key)
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int ImGui::GetKeyIndex(ImGuiKey imgui_key)
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{
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IM_ASSERT(key >= 0 && key < ImGuiKey_COUNT);
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return GImGui->IO.KeyMap[key];
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IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
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return GImGui->IO.KeyMap[imgui_key];
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}
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bool ImGui::IsKeyDown(int key_index)
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// 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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bool ImGui::IsKeyDown(int user_key_index)
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{
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if (key_index < 0) return false;
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IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
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return GImGui->IO.KeysDown[key_index];
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if (user_key_index < 0) return false;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
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return GImGui->IO.KeysDown[user_key_index];
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}
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bool ImGui::IsKeyPressed(int key_index, bool repeat)
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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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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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if (user_key_index < 0) return false;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
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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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@ -3179,12 +3180,12 @@ bool ImGui::IsKeyPressed(int key_index, bool repeat)
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return false;
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}
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bool ImGui::IsKeyReleased(int key_index)
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bool ImGui::IsKeyReleased(int user_key_index)
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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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if (g.IO.KeysDownDurationPrev[key_index] >= 0.0f && !g.IO.KeysDown[key_index])
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if (user_key_index < 0) return false;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
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if (g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index])
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return true;
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return false;
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}
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8
imgui.h
8
imgui.h
@ -427,10 +427,10 @@ namespace ImGui
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IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
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// Inputs
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IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
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IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
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IMGUI_API bool IsKeyReleased(int key_index); // "
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IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
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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 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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