(BREAKING) Replaced AddKeyModsEvent() added by 790132a in favor of unified key enum system. Backends: update most. (#4921, #4858)

Sorry this is an unusual breaking but since we are WIP it is a good time to make a correction.
This commit is contained in:
ocornut 2022-01-21 17:32:35 +01:00
parent 718daa153d
commit c906c65cac
9 changed files with 87 additions and 85 deletions

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@ -17,6 +17,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
@ -448,12 +449,10 @@ static void ImGui_ImplAllegro5_UpdateKeyModifiers()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ALLEGRO_KEYBOARD_STATE keys; ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys); al_get_keyboard_state(&keys);
ImGuiKeyModFlags key_mods = io.AddKeyEvent(ImGuiKey_ModCtrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL));
((al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)) ? ImGuiKeyModFlags_Ctrl : 0) | io.AddKeyEvent(ImGuiKey_ModShift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT));
((al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)) ? ImGuiKeyModFlags_Shift : 0) | io.AddKeyEvent(ImGuiKey_ModAlt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR));
((al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)) ? ImGuiKeyModFlags_Alt : 0) | io.AddKeyEvent(ImGuiKey_ModSuper, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN));
((al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)) ? ImGuiKeyModFlags_Super : 0);
io.AddKeyModsEvent(key_mods);
} }
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.

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@ -16,9 +16,10 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). // 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. // 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
@ -244,12 +245,10 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiKeyModFlags key_mods = io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);
((mods & GLFW_MOD_CONTROL) ? ImGuiKeyModFlags_Ctrl : 0) | io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);
((mods & GLFW_MOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) | io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);
((mods & GLFW_MOD_ALT) ? ImGuiKeyModFlags_Alt : 0) | io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);
((mods & GLFW_MOD_SUPER) ? ImGuiKeyModFlags_Super : 0);
io.AddKeyModsEvent(key_mods);
} }
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)

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@ -20,6 +20,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. // 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h.
@ -207,11 +208,9 @@ static void ImGui_ImplGLUT_UpdateKeyModifiers()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
int glut_key_mods = glutGetModifiers(); int glut_key_mods = glutGetModifiers();
ImGuiKeyModFlags key_mods = io.AddKeyEvent(ImGuiKey_ModCtrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0);
((glut_key_mods & GLUT_ACTIVE_CTRL) ? ImGuiKeyModFlags_Ctrl : 0) | io.AddKeyEvent(ImGuiKey_ModShift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0);
((glut_key_mods & GLUT_ACTIVE_SHIFT) ? ImGuiKeyModFlags_Shift : 0) | io.AddKeyEvent(ImGuiKey_ModAlt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0);
((glut_key_mods & GLUT_ACTIVE_ALT) ? ImGuiKeyModFlags_Alt : 0);
io.AddKeyModsEvent(key_mods);
} }
static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode)

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@ -18,9 +18,10 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. // 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
@ -227,12 +228,10 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiKeyModFlags key_mods = io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);
((sdl_key_mods & KMOD_CTRL) ? ImGuiKeyModFlags_Ctrl : 0) | io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);
((sdl_key_mods & KMOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) | io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);
((sdl_key_mods & KMOD_ALT) ? ImGuiKeyModFlags_Alt : 0) | io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);
((sdl_key_mods & KMOD_GUI) ? ImGuiKeyModFlags_Super : 0);
io.AddKeyModsEvent(key_mods);
} }
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.

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@ -34,9 +34,10 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. // 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). // 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before a key event (not in NewFrame) to fix input queue with very low framerates. // 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. // 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. // 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. // 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
@ -237,12 +238,10 @@ static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
static void ImGui_ImplWin32_UpdateKeyModifiers() static void ImGui_ImplWin32_UpdateKeyModifiers()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiKeyModFlags key_mods = io.AddKeyEvent(ImGuiKey_ModCtrl, IsVkDown(VK_CONTROL));
((IsVkDown(VK_CONTROL)) ? ImGuiKeyModFlags_Ctrl : 0) | io.AddKeyEvent(ImGuiKey_ModShift, IsVkDown(VK_SHIFT));
((IsVkDown(VK_SHIFT) ) ? ImGuiKeyModFlags_Shift : 0) | io.AddKeyEvent(ImGuiKey_ModAlt, IsVkDown(VK_MENU));
((IsVkDown(VK_MENU)) ? ImGuiKeyModFlags_Alt : 0) | io.AddKeyEvent(ImGuiKey_ModSuper, IsVkDown(VK_APPS));
((IsVkDown(VK_APPS)) ? ImGuiKeyModFlags_Super : 0);
io.AddKeyModsEvent(key_mods);
} }
static void ImGui_ImplWin32_UpdateMouseData() static void ImGui_ImplWin32_UpdateMouseData()

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@ -44,7 +44,8 @@ Breaking Changes:
- This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320) - This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut] - Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
- Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays. - Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
- Added io.AddKeyModsEvent() function, obsoleting writing directly to io.KeyCtrl, io.KeyShift etc. - For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
- Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices. - Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
- Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1). - Added full range of key enums in ImGuiKey (e.g. ImGuiKey_F1).
- Added GetKeyName() helper function. - Added GetKeyName() helper function.
@ -78,6 +79,8 @@ Breaking Changes:
io.AddKeyEvent(), io.AddKeyAnalogEvent(). io.AddKeyEvent(), io.AddKeyAnalogEvent().
- Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays. - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625) - Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
- Moved ImGuiKeyModsFlags definition from imgui.h to imgui_internal.h. Was never advertised and used in a place
marked "private" in comments. Will still be used internally.
- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184) - Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used). This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
(Instead you may implement custom expression evaluators to provide a better version of this). (Instead you may implement custom expression evaluators to provide a better version of this).
@ -105,7 +108,7 @@ Other Changes:
- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut] - IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut]
Previously the most common issue case (button presses in low framerates) was handled by backend. This is now Previously the most common issue case (button presses in low framerates) was handled by backend. This is now
handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320) handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
- New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent(), AddKeyModsEvent(). - New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent().
- New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent(). - New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
- Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd. - Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd.
- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, - Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,

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@ -384,6 +384,7 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2022/01/26 (1.87) - inputs: moved ImGuiKeyModsFlags definition from imgui.h to imgui_internal.h. Was never advertised and used in a place marked "private" in comments. Will still be used internally.
- 2022/01/20 (1.87) - inputs: reworded gamepad IO. - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
@ -396,8 +397,9 @@ CODE
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent()
- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.*
- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
- inputs: added io.AddKeyModsEvent() instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
@ -1315,18 +1317,6 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
#endif #endif
} }
void ImGuiIO::AddKeyModsEvent(ImGuiKeyModFlags modifiers)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_KeyMods;
e.Source = ImGuiInputSource_Keyboard;
e.KeyMods.Mods = modifiers;
g.InputEventsQueue.push_back(e);
}
// Queue a mouse move event // Queue a mouse move event
void ImGuiIO::AddMousePosEvent(float x, float y) void ImGuiIO::AddMousePosEvent(float x, float y)
{ {
@ -3944,6 +3934,13 @@ static void ImGui::UpdateKeyboardInputs()
io.KeysData[key].Down = io.KeysDown[n]; io.KeysData[key].Down = io.KeysDown[n];
io.BackendUsingLegacyKeyArrays = 1; io.BackendUsingLegacyKeyArrays = 1;
} }
if (io.BackendUsingLegacyKeyArrays == 1)
{
io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl;
io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift;
io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt;
io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper;
}
} }
#endif #endif
@ -4331,6 +4328,11 @@ void ImGui::NewFrame()
// Update keyboard input state // Update keyboard input state
UpdateKeyboardInputs(); UpdateKeyboardInputs();
//IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
//IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
//IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
//IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
// Update gamepad/keyboard navigation // Update gamepad/keyboard navigation
NavUpdate(); NavUpdate();
@ -7513,7 +7515,8 @@ static const char* const GKeyNames[] =
"GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight",
"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
"GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight",
"GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight" "GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight",
"ModCtrl", "ModShift", "ModAlt", "ModSuper"
}; };
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
@ -7758,7 +7761,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
ImGuiIO& io = g.IO; ImGuiIO& io = g.IO;
bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false; bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false;
int mouse_button_changed = 0x00, key_mods_changed = 0x00; int mouse_button_changed = 0x00;
ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask; ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
int event_n = 0; int event_n = 0;
@ -7773,7 +7776,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
{ {
// Trickling Rule: Stop processing queued events if we already handled a mouse button change // 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 || key_mods_changed || text_inputed)) if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed))
break; break;
io.MousePos = event_pos; io.MousePos = event_pos;
mouse_moved = true; mouse_moved = true;
@ -7806,8 +7809,9 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
} }
else if (e->Type == ImGuiInputEventType_Key) else if (e->Type == ImGuiInputEventType_Key)
{ {
IM_ASSERT(e->Key.Key != ImGuiKey_None); ImGuiKey key = e->Key.Key;
const int keydata_index = (e->Key.Key - ImGuiKey_KeysData_OFFSET); IM_ASSERT(key != ImGuiKey_None);
const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);
ImGuiKeyData* keydata = &io.KeysData[keydata_index]; ImGuiKeyData* keydata = &io.KeysData[keydata_index];
if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
{ {
@ -7818,23 +7822,15 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
keydata->AnalogValue = e->Key.AnalogValue; keydata->AnalogValue = e->Key.AnalogValue;
key_changed = true; key_changed = true;
key_changed_mask.SetBit(keydata_index); key_changed_mask.SetBit(keydata_index);
}
} if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper)
else if (e->Type == ImGuiInputEventType_KeyMods) {
{ if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; }
const ImGuiKeyModFlags modifiers = e->KeyMods.Mods; if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; }
if (io.KeyMods != modifiers) if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; }
{ if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
// Trickling Rule: Stop processing queued events if we got multiple action on the same button io.KeyMods = GetMergedKeyModFlags();
ImGuiKeyModFlags modifiers_that_are_changing = (io.KeyMods ^ modifiers); }
if (trickle_fast_inputs && (key_mods_changed & modifiers_that_are_changing) != 0)
break;
io.KeyMods = modifiers;
io.KeyCtrl = (modifiers & ImGuiKeyModFlags_Ctrl) != 0;
io.KeyShift = (modifiers & ImGuiKeyModFlags_Shift) != 0;
io.KeyAlt = (modifiers & ImGuiKeyModFlags_Alt) != 0;
io.KeySuper = (modifiers & ImGuiKeyModFlags_Super) != 0;
key_mods_changed |= modifiers_that_are_changing;
} }
} }
else if (e->Type == ImGuiInputEventType_Char) else if (e->Type == ImGuiInputEventType_Char)

26
imgui.h
View File

@ -65,7 +65,7 @@ Index of this file:
// Version // Version
// (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) // (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)
#define IMGUI_VERSION "1.87 WIP" #define IMGUI_VERSION "1.87 WIP"
#define IMGUI_VERSION_NUM 18613 #define IMGUI_VERSION_NUM 18614
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
@ -1421,6 +1421,19 @@ enum ImGuiKey_
ImGuiKey_GamepadRStickLeft, // [Analog] ImGuiKey_GamepadRStickLeft, // [Analog]
ImGuiKey_GamepadRStickRight, // [Analog] ImGuiKey_GamepadRStickRight, // [Analog]
// Keyboard Modifiers
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
ImGuiKey_ModCtrl,
ImGuiKey_ModShift,
ImGuiKey_ModAlt,
ImGuiKey_ModSuper,
ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
@ -1441,16 +1454,6 @@ enum ImGuiKey_
#endif #endif
}; };
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
enum ImGuiKeyModFlags_
{
ImGuiKeyModFlags_None = 0,
ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key
};
// Gamepad/Keyboard navigation // Gamepad/Keyboard navigation
// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls. // Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). // Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
@ -1957,7 +1960,6 @@ struct ImGuiIO
// Input Functions // Input Functions
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
IMGUI_API void AddKeyModsEvent(ImGuiKeyModFlags modifiers); // Queue a change of Ctrl/Shift/Alt/Super modifiers
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update

View File

@ -898,7 +898,6 @@ enum ImGuiPlotType
ImGuiPlotType_Histogram ImGuiPlotType_Histogram
}; };
enum ImGuiPopupPositionPolicy enum ImGuiPopupPositionPolicy
{ {
ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_Default,
@ -1165,6 +1164,16 @@ enum ImGuiKeyPrivate_
ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1
}; };
// Helper to store all mods easily. Stored in e.g. io.KeyMods.
enum ImGuiKeyModFlags_
{
ImGuiKeyModFlags_None = 0,
ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key
};
enum ImGuiInputEventType enum ImGuiInputEventType
{ {
ImGuiInputEventType_None = 0, ImGuiInputEventType_None = 0,
@ -1172,7 +1181,6 @@ enum ImGuiInputEventType
ImGuiInputEventType_MouseWheel, ImGuiInputEventType_MouseWheel,
ImGuiInputEventType_MouseButton, ImGuiInputEventType_MouseButton,
ImGuiInputEventType_Key, ImGuiInputEventType_Key,
ImGuiInputEventType_KeyMods,
ImGuiInputEventType_Char, ImGuiInputEventType_Char,
ImGuiInputEventType_Focus, ImGuiInputEventType_Focus,
ImGuiInputEventType_COUNT ImGuiInputEventType_COUNT
@ -1195,7 +1203,6 @@ struct ImGuiInputEventMousePos { float PosX, PosY; };
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
struct ImGuiInputEventMouseButton { int Button; bool Down; }; struct ImGuiInputEventMouseButton { int Button; bool Down; };
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
struct ImGuiInputEventKeyMods { ImGuiKeyModFlags Mods; };
struct ImGuiInputEventText { unsigned int Char; }; struct ImGuiInputEventText { unsigned int Char; };
struct ImGuiInputEventAppFocused { bool Focused; }; struct ImGuiInputEventAppFocused { bool Focused; };
@ -1209,7 +1216,6 @@ struct ImGuiInputEvent
ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
ImGuiInputEventKeyMods KeyMods; // if Type == ImGuiInputEventType_Modifiers
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
}; };