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65c4c0a490
@ -65,6 +65,9 @@ Other Changes:
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or interacting with a game/3D view).
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- IO: Fixed input queue trickling of mouse wheel events: multiple wheel events are merged, while
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a mouse pos followed by a mouse wheel are now trickled. (#4921, #4821)
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- IO: Added io.SetAppAcceptingEvents() to set a master flag for accepting key/mouse/characters
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events (default to true). Useful if you have native dialog boxes that are interrupting your
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application loop/refresh, and you want to disable events being queued while your app is frozen.
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- Windows: Fixed first-time windows appearing in negative coordinates from being initialized
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with a wrong size. This would most often be noticeable in multi-viewport mode (docking branch)
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when spawning a window in a monitor with negative coordinates. (#5215, #3414) [@DimaKoltun]
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23
imgui.cpp
23
imgui.cpp
@ -1169,6 +1169,7 @@ ImGuiIO::ImGuiIO()
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for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
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for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
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AppAcceptingEvents = true;
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BackendUsingLegacyKeyArrays = (ImS8)-1;
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BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
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}
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@ -1181,7 +1182,7 @@ void ImGuiIO::AddInputCharacter(unsigned int c)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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if (c == 0)
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if (c == 0 || !AppAcceptingEvents)
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return;
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ImGuiInputEvent e;
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@ -1195,7 +1196,7 @@ void ImGuiIO::AddInputCharacter(unsigned int c)
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// we should save the high surrogate.
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void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
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{
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if (c == 0 && InputQueueSurrogate == 0)
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if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
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return;
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if ((c & 0xFC00) == 0xD800) // High surrogate, must save
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@ -1229,6 +1230,8 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
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void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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{
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if (!AppAcceptingEvents)
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return;
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while (*utf8_chars != 0)
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{
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unsigned int c = 0;
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@ -1267,7 +1270,7 @@ void ImGuiIO::ClearInputKeys()
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void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
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{
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//if (e->Down) { IMGUI_DEBUG_LOG("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
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if (key == ImGuiKey_None)
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if (key == ImGuiKey_None || !AppAcceptingEvents)
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return;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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@ -1308,6 +1311,8 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
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void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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{
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if (!AppAcceptingEvents)
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return;
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AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
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}
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@ -1336,11 +1341,19 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
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#endif
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}
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// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
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void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
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{
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AppAcceptingEvents = accepting_events;
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}
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// Queue a mouse move event
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void ImGuiIO::AddMousePosEvent(float x, float y)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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if (!AppAcceptingEvents)
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return;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_MousePos;
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@ -1355,6 +1368,8 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
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if (!AppAcceptingEvents)
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return;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_MouseButton;
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@ -1369,7 +1384,7 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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if (wheel_x == 0.0f && wheel_y == 0.0f)
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if ((wheel_x == 0.0f && wheel_y == 0.0f) || !AppAcceptingEvents)
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return;
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ImGuiInputEvent e;
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8
imgui.h
8
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.88 WIP"
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#define IMGUI_VERSION_NUM 18725
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#define IMGUI_VERSION_NUM 18726
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -1975,9 +1975,10 @@ struct ImGuiIO
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IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
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IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
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IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
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IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
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IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
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IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
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IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
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//------------------------------------------------------------------
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// Output - Updated by NewFrame() or EndFrame()/Render()
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@ -2044,7 +2045,8 @@ struct ImGuiIO
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float NavInputsDownDuration[ImGuiNavInput_COUNT];
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float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
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float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
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bool AppFocusLost;
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bool AppFocusLost; // Only modify via AddFocusEvent()
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bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
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ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
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bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
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ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
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