IO: moved fields to put more focus on the new functions + update misc docs/references + update main.mm in Apple+Metal example (#4858)

This commit is contained in:
ocornut
2022-01-18 17:41:35 +01:00
parent 90a6961638
commit 673f5e588d
5 changed files with 46 additions and 37 deletions

View File

@ -255,9 +255,9 @@ CODE
io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
io.DisplaySize.x = 1920.0f; // set the current display width
io.DisplaySize.y = 1280.0f; // set the current display height here
io.MousePos = my_mouse_pos; // set the mouse position
io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
io.MouseDown[1] = my_mouse_buttons[1];
io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position
io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states
io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states
// Call NewFrame(), after this point you can use ImGui::* functions anytime
// (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
@ -386,6 +386,11 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2022/01/17 (1.87) - inputs: reworked mouse IO.
- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
- Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
- Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
- Backend writing to io.MouseHoveredViewpot -> backend should call io.AddMouseViewportEvent() [Docking branch only]
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
@ -1325,6 +1330,21 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MouseButton;
e.Source = ImGuiInputSource_Mouse;
e.MouseButton.Button = mouse_button;
e.MouseButton.Down = down;
g.InputEventsQueue.push_back(e);
}
// Queue a mouse wheel event (most mouse/API will only have a Y component)
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
{
ImGuiContext& g = *GImGui;
@ -1340,20 +1360,6 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MouseButton;
e.Source = ImGuiInputSource_Mouse;
e.MouseButton.Button = mouse_button;
e.MouseButton.Down = down;
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddFocusEvent(bool focused)
{
ImGuiContext& g = *GImGui;