mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Merge branch 'master' into docking
This commit is contained in:
commit
7b0d58c5e5
@ -650,7 +650,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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wheel_dx = [event deltaX];
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wheel_dy = [event deltaY];
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}
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if (wheel_dx != 0.0 || wheel_dx != 0.0)
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if (wheel_dx != 0.0 || wheel_dy != 0.0)
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io.AddMouseWheelEvent((float)wheel_dx * 0.1f, (float)wheel_dy * 0.1f);
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return io.WantCaptureMouse;
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@ -106,6 +106,18 @@ Breaking changes:
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Other Changes:
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- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858)
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- Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
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- Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
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- Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
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- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially
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when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements.
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In particular, using the input system for fast game-like actions (e.g. WASD camera move) would
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typically have been impacted, as well as holding a key while dragging mouse. Constraints have
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been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858)
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Not that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
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technically dynamically change its setting based on the context (e.g. disable only when hovering
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or interacting with a game/3D view).
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- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the
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clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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55
imgui.cpp
55
imgui.cpp
@ -1357,8 +1357,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
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// Build native->imgui map so old user code can still call key functions with native 0..511 values.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
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if (ImGui::IsLegacyKey(legacy_key))
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KeyMap[legacy_key] = key;
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if (!ImGui::IsLegacyKey(legacy_key))
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return;
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KeyMap[legacy_key] = key;
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KeyMap[key] = legacy_key;
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#else
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IM_UNUSED(key);
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IM_UNUSED(native_legacy_index);
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@ -2648,6 +2650,7 @@ bool ImGuiListClipper::Step()
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
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IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
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ImGuiTable* table = g.CurrentTable;
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if (table && table->IsInsideRow)
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@ -4094,9 +4097,9 @@ static void ImGui::UpdateKeyboardInputs()
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (io.BackendUsingLegacyKeyArrays == 0)
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{
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too.
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for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
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IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
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for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
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IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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}
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else
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{
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@ -4119,6 +4122,8 @@ static void ImGui::UpdateKeyboardInputs()
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const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
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IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
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io.KeysData[key].Down = io.KeysDown[n];
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if (key != n)
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io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
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io.BackendUsingLegacyKeyArrays = 1;
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}
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if (io.BackendUsingLegacyKeyArrays == 1)
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@ -8391,8 +8396,18 @@ static const char* GetInputSourceName(ImGuiInputSource source)
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return input_source_names[source];
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}
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/*static void DebugLogInputEvent(const char* prefix, const ImGuiInputEvent* e)
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{
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if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
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if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
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if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
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if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
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}*/
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// Process input queue
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// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
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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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@ -8400,7 +8415,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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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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// Only trickle chars<>key when working with InputText()
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// FIXME: InputText() could parse event trail?
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// FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
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const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
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bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
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int mouse_button_changed = 0x00;
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ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
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@ -8416,7 +8436,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
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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 || text_inputed))
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
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break;
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io.MousePos = event_pos;
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mouse_moved = true;
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@ -8460,7 +8480,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
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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 && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0))
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if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))
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break;
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keydata->Down = e->Key.Down;
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keydata->AnalogValue = e->Key.AnalogValue;
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@ -8475,16 +8495,24 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
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io.KeyMods = GetMergedKeyModFlags();
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}
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// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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io.KeysDown[key] = keydata->Down;
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if (io.KeyMap[key] != -1)
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io.KeysDown[io.KeyMap[key]] = keydata->Down;
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#endif
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}
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}
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else if (e->Type == ImGuiInputEventType_Text)
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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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if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || 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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if (trickle_interleaved_keys_and_text)
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text_inputted = true;
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}
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else if (e->Type == ImGuiInputEventType_Focus)
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{
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@ -8503,6 +8531,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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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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// [DEBUG]
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/*if (event_n != 0)
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for (int n = 0; n < g.InputEventsQueue.Size; n++)
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DebugLogInputEvent(n < event_n ? "Processed" : "Remaining", &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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@ -8567,7 +8600,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
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IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
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20
imgui.h
20
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 18707
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#define IMGUI_VERSION_NUM 18709
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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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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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@ -1484,7 +1484,7 @@ enum ImGuiKey_
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ImGuiKey_GamepadRStickLeft, // [Analog]
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ImGuiKey_GamepadRStickRight, // [Analog]
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// Keyboard Modifiers
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// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
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// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
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// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
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// - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those
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@ -1492,11 +1492,9 @@ enum ImGuiKey_
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// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
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// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
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// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
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ImGuiKey_ModCtrl,
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ImGuiKey_ModShift,
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ImGuiKey_ModAlt,
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ImGuiKey_ModSuper,
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ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper,
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// End of list
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ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
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// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
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@ -1982,13 +1980,13 @@ struct ImGuiKeyData
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struct ImGuiIO
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{
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//------------------------------------------------------------------
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// Configuration (fill once) // Default value
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// Configuration // Default value
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//------------------------------------------------------------------
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ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
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ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
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ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
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float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
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const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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@ -2099,7 +2097,7 @@ struct ImGuiIO
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// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
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bool KeysDown[512]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
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bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
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#endif
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//------------------------------------------------------------------
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@ -2133,7 +2131,7 @@ struct ImGuiIO
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ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
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bool MouseReleased[5]; // Mouse button went from Down to !Down
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bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
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bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window.
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bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
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float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
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float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
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ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
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@ -5739,12 +5739,18 @@ static void ShowDemoWindowMisc()
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ImGuiIO& io = ImGui::GetIO();
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// Display ImGuiIO output flags
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ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
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ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
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ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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ImGui::Text("WantTextInput: %d", io.WantTextInput);
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ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
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ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output");
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ImGui::SetNextItemOpen(true, ImGuiCond_Once);
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if (ImGui::TreeNode("Output"))
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{
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ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
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ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
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ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
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ImGui::Text("io.WantTextInput: %d", io.WantTextInput);
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ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);
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ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);
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ImGui::TreePop();
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}
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// Display Mouse state
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IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State");
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@ -5777,6 +5783,7 @@ static void ShowDemoWindowMisc()
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#else
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
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const ImGuiKey key_first = 0;
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//ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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#endif
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ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
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ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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