mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Shallow alignment of ImGuiKey stuff + moving some in internals. Internals: add offset to ImBitArray<>, simpify ActiveIdUsingKeyInputMask.
This commit is contained in:
53
imgui.h
53
imgui.h
@ -1343,6 +1343,7 @@ enum ImGuiSortDirection_
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enum ImGuiKey_
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{
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// Keyboard
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ImGuiKey_None = 0,
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ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
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ImGuiKey_LeftArrow,
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@ -1394,27 +1395,27 @@ enum ImGuiKey_
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ImGuiKey_KeypadEnter,
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ImGuiKey_KeypadEqual,
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// Gamepad (some of those are expected to be analog values from 0.0f to 1.0f) ..............// NAVIGATION action
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ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // --
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ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // --
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ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input
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ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate
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ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu
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ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel
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ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp
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ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown
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ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft
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ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight
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ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow
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ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast
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ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog]
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ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog]
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ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS)
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ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS)
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ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp
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ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown
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ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft
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ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight
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// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action
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ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // --
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ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // --
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ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input
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ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate
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ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu
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ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel
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ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp
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ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown
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ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft
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ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight
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ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow
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ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast
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ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog]
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ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog]
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ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS)
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ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS)
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ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp
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ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown
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ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft
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ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight
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ImGuiKey_GamepadRStickUp, // [Analog]
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ImGuiKey_GamepadRStickDown, // [Analog]
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ImGuiKey_GamepadRStickLeft, // [Analog]
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@ -1422,22 +1423,18 @@ enum ImGuiKey_
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ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
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// Legacy range used by legacy io.KeyMap[]. Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index.
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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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// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
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ImGuiKey_LegacyNativeKey_BEGIN = 0,
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ImGuiKey_LegacyNativeKey_END = 512,
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ImGuiKey_NamedKey_BEGIN = 512,
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ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
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ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
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ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in KeysData[0]
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ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in KeysData[0]
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#else
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ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
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ImGuiKey_KeysData_OFFSET = ImGuiKey_LegacyNativeKey_BEGIN, // First key stored in KeysData[0]
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ImGuiKey_KeysData_OFFSET = 0 // First key stored in KeysData[0]
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#endif
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ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
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ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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, ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87
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