IsKeyPressed(), IsMouseClicked(), GetKeyPressedAmount(): add a (normally unnecessary) test for ->Down next to ->DownDuration tests, facilitating the use of key eating mechanism.

Consider removing when we add support for input ownership.
This commit is contained in:
ocornut
2022-08-31 19:15:13 +02:00
parent e13913ed57
commit 747c9a7adf
2 changed files with 7 additions and 1 deletions

View File

@ -7817,6 +7817,8 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra
{
ImGuiContext& g = *GImGui;
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitate eating mechanism (until we finish work on input ownership)
return 0;
const float t = key_data->DownDuration;
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
}
@ -7849,6 +7851,8 @@ bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitate eating mechanism (until we finish work on input ownership)
return false;
const float t = key_data->DownDuration;
if (t < 0.0f)
return false;
@ -7885,6 +7889,8 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitate eating mechanism (until we finish work on input ownership)
return false;
const float t = g.IO.MouseDownDuration[button];
if (t == 0.0f)
return true;