mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
219
imgui.cpp
219
imgui.cpp
@ -1136,6 +1136,7 @@ ImGuiIO::ImGuiIO()
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#else
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ConfigMacOSXBehaviors = false;
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#endif
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ConfigInputEventQueue = true;
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ConfigInputTextCursorBlink = true;
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ConfigWindowsResizeFromEdges = true;
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ConfigWindowsMoveFromTitleBarOnly = false;
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@ -1162,10 +1163,19 @@ ImGuiIO::ImGuiIO()
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// Pass in translated ASCII characters for text input.
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// - with glfw you can get those from the callback set in glfwSetCharCallback()
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// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
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// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
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void ImGuiIO::AddInputCharacter(unsigned int c)
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{
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if (c != 0)
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InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
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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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return;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_Char;
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e.Source = ImGuiInputSource_Keyboard;
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e.Text.Char = c;
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g.InputEventsQueue.push_back(e);
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}
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// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
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@ -1178,7 +1188,7 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
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if ((c & 0xFC00) == 0xD800) // High surrogate, must save
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{
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if (InputQueueSurrogate != 0)
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InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
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AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
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InputQueueSurrogate = c;
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return;
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}
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@ -1188,7 +1198,7 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
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{
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if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
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{
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InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
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AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
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}
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else
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{
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@ -1201,7 +1211,7 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
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InputQueueSurrogate = 0;
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}
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InputQueueCharacters.push_back(cp);
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AddInputCharacter((unsigned)cp);
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}
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void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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@ -1211,7 +1221,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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unsigned int c = 0;
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utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
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if (c != 0)
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InputQueueCharacters.push_back((ImWchar)c);
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AddInputCharacter(c);
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}
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}
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@ -1240,12 +1250,13 @@ void ImGuiIO::ClearInputKeys()
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// Queue a new key down/up event.
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// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
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// - bool down: Is the key down? use false to signify a key release.
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// FIXME: In the current version this is setting key data immediately. This will evolve into a trickling queue.
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void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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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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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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IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
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// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
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@ -1254,12 +1265,15 @@ void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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if (BackendUsingLegacyKeyArrays == -1)
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
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IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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#endif
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BackendUsingLegacyKeyArrays = 0;
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#endif
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// Write key
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const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);
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KeysData[keydata_index].Down = down;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_Key;
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e.Source = ImGuiInputSource_Keyboard;
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e.Key.Key = key;
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e.Key.Down = down;
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g.InputEventsQueue.push_back(e);
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}
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// [Optional] Call after AddKeyEvent().
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@ -1287,11 +1301,14 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
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void ImGuiIO::AddKeyModsEvent(ImGuiKeyModFlags modifiers)
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{
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KeyMods = modifiers;
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KeyCtrl = (modifiers & ImGuiKeyModFlags_Ctrl) != 0;
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KeyShift = (modifiers & ImGuiKeyModFlags_Shift) != 0;
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KeyAlt = (modifiers & ImGuiKeyModFlags_Alt) != 0;
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KeySuper = (modifiers & ImGuiKeyModFlags_Super) != 0;
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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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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_KeyMods;
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e.Source = ImGuiInputSource_Keyboard;
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e.KeyMods.Mods = modifiers;
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g.InputEventsQueue.push_back(e);
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}
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// Queue a mouse move event
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@ -1299,7 +1316,13 @@ 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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g.IO.MousePos = ImVec2(x, y);
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_MousePos;
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e.Source = ImGuiInputSource_Mouse;
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e.MousePos.PosX = x;
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e.MousePos.PosY = y;
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g.InputEventsQueue.push_back(e);
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}
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void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
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@ -1308,8 +1331,13 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
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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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return;
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g.IO.MouseWheelH += wheel_x;
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g.IO.MouseWheel += wheel_y;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_MouseWheel;
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e.Source = ImGuiInputSource_Mouse;
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e.MouseWheel.WheelX = wheel_x;
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e.MouseWheel.WheelY = wheel_y;
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g.InputEventsQueue.push_back(e);
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}
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void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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@ -1317,14 +1345,24 @@ 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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g.IO.MouseDown[mouse_button] = down;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_MouseButton;
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e.Source = ImGuiInputSource_Mouse;
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e.MouseButton.Button = mouse_button;
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e.MouseButton.Down = down;
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g.InputEventsQueue.push_back(e);
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}
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void ImGuiIO::AddFocusEvent(bool focused)
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{
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// We intentionally overwrite this and process in NewFrame(), in order to give a chance
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// to multi-viewports backends to queue AddFocusEvent(false),AddFocusEvent(true) in same frame.
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AppFocusLost = !focused;
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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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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_Focus;
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e.AppFocused.Focused = focused;
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g.InputEventsQueue.push_back(e);
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}
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//-----------------------------------------------------------------------------
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@ -4261,13 +4299,9 @@ void ImGui::NewFrame()
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//if (g.IO.AppFocusLost)
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// ClosePopupsExceptModals();
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// Clear buttons state when focus is lost
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// (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)
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if (g.IO.AppFocusLost)
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{
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g.IO.ClearInputKeys();
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g.IO.AppFocusLost = false;
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}
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// Process input queue (trickle as many events as possible)
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g.InputEventsTrail.resize(0);
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UpdateInputEvents(g.IO.ConfigInputEventQueue);
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// Update keyboard input state
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UpdateKeyboardInputs();
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@ -7680,6 +7714,131 @@ static const char* GetInputSourceName(ImGuiInputSource source)
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}
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// Process input queue
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// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
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// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
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void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false;
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int mouse_button_changed = 0x00, key_mods_changed = 0x00;
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ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
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int event_n = 0;
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for (; event_n < g.InputEventsQueue.Size; event_n++)
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{
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const ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
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if (e->Type == ImGuiInputEventType_MousePos)
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{
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if (io.MousePos.x != e->MousePos.PosX || io.MousePos.y != e->MousePos.PosY)
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{
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || key_mods_changed || text_inputed))
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break;
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io.MousePos = ImVec2(e->MousePos.PosX, e->MousePos.PosY);
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mouse_moved = true;
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}
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}
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else if (e->Type == ImGuiInputEventType_MouseButton)
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{
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const ImGuiMouseButton button = e->MouseButton.Button;
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IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
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if (io.MouseDown[button] != e->MouseButton.Down)
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the same button
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if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
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break;
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io.MouseDown[button] = e->MouseButton.Down;
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mouse_button_changed |= (1 << button);
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}
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}
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else if (e->Type == ImGuiInputEventType_MouseWheel)
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{
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if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f)
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the event
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if (trickle_fast_inputs && (mouse_wheeled || mouse_button_changed != 0))
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break;
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io.MouseWheelH += e->MouseWheel.WheelX;
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io.MouseWheel += e->MouseWheel.WheelY;
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mouse_wheeled = true;
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}
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}
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else if (e->Type == ImGuiInputEventType_Key)
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{
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IM_ASSERT(e->Key.Key != ImGuiKey_None);
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const int keydata_index = (e->Key.Key - ImGuiKey_KeysData_OFFSET);
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ImGuiKeyData* keydata = &io.KeysData[keydata_index];
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if (keydata->Down != e->Key.Down)
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the same button
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if (trickle_fast_inputs && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0))
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break;
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keydata->Down = e->Key.Down;
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key_changed = true;
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key_changed_mask.SetBit(keydata_index);
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}
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}
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else if (e->Type == ImGuiInputEventType_KeyMods)
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{
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const ImGuiKeyModFlags modifiers = e->KeyMods.Mods;
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if (io.KeyMods != modifiers)
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the same button
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ImGuiKeyModFlags modifiers_that_are_changing = (io.KeyMods ^ modifiers);
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if (trickle_fast_inputs && (key_mods_changed & modifiers_that_are_changing) != 0)
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break;
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io.KeyMods = modifiers;
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io.KeyCtrl = (modifiers & ImGuiKeyModFlags_Ctrl) != 0;
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io.KeyShift = (modifiers & ImGuiKeyModFlags_Shift) != 0;
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io.KeyAlt = (modifiers & ImGuiKeyModFlags_Alt) != 0;
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io.KeySuper = (modifiers & ImGuiKeyModFlags_Super) != 0;
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key_mods_changed |= modifiers_that_are_changing;
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}
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}
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else if (e->Type == ImGuiInputEventType_Char)
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{
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// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
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if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
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break;
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unsigned int c = e->Text.Char;
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io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
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text_inputed = true;
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}
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else if (e->Type == ImGuiInputEventType_Focus)
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{
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// We intentionally overwrite this and process lower, in order to give a chance
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// to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
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io.AppFocusLost = !e->AppFocused.Focused;
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}
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else
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{
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IM_ASSERT(0 && "Unknown event!");
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}
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}
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// Record trail (for domain-specific applications wanting to access a precise trail)
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for (int n = 0; n < event_n; n++)
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g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
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// Remaining events will be processed on the next frame
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if (event_n == g.InputEventsQueue.Size)
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g.InputEventsQueue.resize(0);
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else
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g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
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// Clear buttons state when focus is lost
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// (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)
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if (g.IO.AppFocusLost)
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{
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g.IO.ClearInputKeys();
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g.IO.AppFocusLost = false;
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}
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}
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//-----------------------------------------------------------------------------
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// [SECTION] ERROR CHECKING
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//-----------------------------------------------------------------------------
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|
Reference in New Issue
Block a user