Debug Log: Added IO events logging.

This commit is contained in:
ocornut
2022-08-08 11:58:57 +02:00
parent 133bbafa3c
commit 839c31006b
3 changed files with 33 additions and 21 deletions

View File

@ -7973,17 +7973,17 @@ static const char* GetInputSourceName(ImGuiInputSource source)
IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
return input_source_names[source];
}
#endif
/*static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
{
if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
ImGuiContext& g = *GImGui;
if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f, %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
}*/
}
#endif
// Process input queue
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
@ -8006,13 +8006,14 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
int event_n = 0;
for (; event_n < g.InputEventsQueue.Size; event_n++)
{
const ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
if (e->Type == ImGuiInputEventType_MousePos)
{
ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
if (IsMousePosValid(&event_pos))
event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()
if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
e->IgnoredAsSame = (io.MousePos.x == event_pos.x && io.MousePos.y == event_pos.y);
if (!e->IgnoredAsSame)
{
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
@ -8025,7 +8026,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
{
const ImGuiMouseButton button = e->MouseButton.Button;
IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
if (io.MouseDown[button] != e->MouseButton.Down)
e->IgnoredAsSame = (io.MouseDown[button] == e->MouseButton.Down);
if (!e->IgnoredAsSame)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
@ -8036,7 +8038,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
}
else if (e->Type == ImGuiInputEventType_MouseWheel)
{
if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f)
e->IgnoredAsSame = (e->MouseWheel.WheelX == 0.0f && e->MouseWheel.WheelY == 0.0f);
if (!e->IgnoredAsSame)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the event
if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
@ -8052,7 +8055,8 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
IM_ASSERT(key != ImGuiKey_None);
const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);
ImGuiKeyData* keydata = &io.KeysData[keydata_index];
if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
e->IgnoredAsSame = (keydata->Down == e->Key.Down && keydata->AnalogValue == e->Key.AnalogValue);
if (!e->IgnoredAsSame)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))
@ -8093,7 +8097,10 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
{
// We intentionally overwrite this and process lower, in order to give a chance
// to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
io.AppFocusLost = !e->AppFocused.Focused;
const bool focus_lost = !e->AppFocused.Focused;
e->IgnoredAsSame = (io.AppFocusLost == focus_lost);
if (!e->IgnoredAsSame)
io.AppFocusLost = focus_lost;
}
else
{
@ -8107,9 +8114,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
// [DEBUG]
/*if (event_n != 0)
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
for (int n = 0; n < g.InputEventsQueue.Size; n++)
DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/
DebugPrintInputEvent(n < event_n ? (g.InputEventsQueue[n].IgnoredAsSame ? "Processed (Same)" : "Processed") : "Remaining", &g.InputEventsQueue[n]);
#endif
// Remaining events will be processed on the next frame
if (event_n == g.InputEventsQueue.Size)
@ -13265,6 +13274,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open)
SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
if (SmallButton("Clear"))
g.DebugLogBuf.clear();