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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.
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@ -7817,6 +7817,8 @@ int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_ra
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{
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ImGuiContext& g = *GImGui;
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const ImGuiKeyData* key_data = GetKeyData(key);
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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)
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return 0;
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const float t = key_data->DownDuration;
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return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
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}
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@ -7849,6 +7851,8 @@ bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
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bool ImGui::IsKeyPressedEx(ImGuiKey key, ImGuiInputFlags flags)
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{
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const ImGuiKeyData* key_data = GetKeyData(key);
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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)
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return false;
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const float t = key_data->DownDuration;
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if (t < 0.0f)
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return false;
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@ -7885,6 +7889,8 @@ bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
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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)
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return false;
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const float t = g.IO.MouseDownDuration[button];
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if (t == 0.0f)
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return true;
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