mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 20:07:01 +00:00
Reordered keys representing directions to follow a consistent L/R/U/D order everywhere. (#2625, #4921, #3724)
Amended to avoid static analysis false positive.
This commit is contained in:
parent
f9ccdba352
commit
90ef327882
@ -604,10 +604,10 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
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MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
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MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
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MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10);
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@ -542,10 +542,10 @@ static void ImGui_ImplOSX_UpdateGamepads()
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#if APPLE_HAS_BUTTON_OPTIONS
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#if APPLE_HAS_BUTTON_OPTIONS
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MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
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MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
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#endif
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#endif
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up);
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@ -498,10 +498,10 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
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MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
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MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
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MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
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@ -301,10 +301,10 @@ static void ImGui_ImplWin32_UpdateGamepads()
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#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
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#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
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MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
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MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
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MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
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MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
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MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
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MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
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19
imgui.cpp
19
imgui.cpp
@ -7618,11 +7618,12 @@ static const char* const GKeyNames[] =
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"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
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"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
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"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
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"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
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"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
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"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
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"GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight",
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"GamepadStart", "GamepadBack",
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"GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight",
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"GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
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"GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
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"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
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"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
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"GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight",
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"GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
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"GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight",
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"GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
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"ModCtrl", "ModShift", "ModAlt", "ModSuper"
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"ModCtrl", "ModShift", "ModAlt", "ModSuper"
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};
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};
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IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
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IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
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@ -10136,16 +10137,18 @@ float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
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ImGuiIO& io = g.IO;
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ImGuiIO& io = g.IO;
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if (mode == ImGuiNavReadMode_Down) // Instant, read analog input (0.0f..1.0f, as provided by user)
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if (mode == ImGuiNavReadMode_Down) // Instant, read analog input (0.0f..1.0f, as provided by user)
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return io.NavInputs[n];
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return io.NavInputs[n];
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const float t = io.NavInputsDownDuration[n];
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const float t = io.NavInputsDownDuration[n];
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if (t < 0.0f)
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if (t < 0.0f)
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return 0.0f;
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return 0.0f;
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if (mode == ImGuiNavReadMode_Repeat)
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switch (mode)
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{
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case ImGuiNavReadMode_Repeat:
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 0.72f, io.KeyRepeatRate * 0.80f);
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 0.72f, io.KeyRepeatRate * 0.80f);
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if (mode == ImGuiNavReadMode_RepeatSlow)
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case ImGuiNavReadMode_RepeatSlow:
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 1.25f, io.KeyRepeatRate * 2.00f);
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 1.25f, io.KeyRepeatRate * 2.00f);
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if (mode == ImGuiNavReadMode_RepeatFast)
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case ImGuiNavReadMode_RepeatFast:
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 0.72f, io.KeyRepeatRate * 0.30f);
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return (float)CalcTypematicRepeatAmount(t - io.DeltaTime, t, io.KeyRepeatDelay * 0.72f, io.KeyRepeatRate * 0.30f);
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}
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return 0.0f;
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return 0.0f;
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}
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}
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16
imgui.h
16
imgui.h
@ -1400,28 +1400,28 @@ enum ImGuiKey_
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// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action
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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_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // --
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ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (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_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_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_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input
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ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown
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ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate
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ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft
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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_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight
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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_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow
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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_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_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_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_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_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_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft
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ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight
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ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight
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ImGuiKey_GamepadRStickUp, // [Analog]
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ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp
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ImGuiKey_GamepadRStickDown, // [Analog]
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ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown
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ImGuiKey_GamepadRStickLeft, // [Analog]
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ImGuiKey_GamepadRStickLeft, // [Analog]
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ImGuiKey_GamepadRStickRight, // [Analog]
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ImGuiKey_GamepadRStickRight, // [Analog]
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ImGuiKey_GamepadRStickUp, // [Analog]
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ImGuiKey_GamepadRStickDown, // [Analog]
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// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
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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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// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
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@ -1177,7 +1177,7 @@ enum ImGuiKeyPrivate_
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ImGuiKey_LegacyNativeKey_BEGIN = 0,
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ImGuiKey_LegacyNativeKey_BEGIN = 0,
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ImGuiKey_LegacyNativeKey_END = 512,
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ImGuiKey_LegacyNativeKey_END = 512,
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ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
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ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
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ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1
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ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1
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};
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};
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enum ImGuiInputEventType
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enum ImGuiInputEventType
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