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Internals: invert logic of mods key<>bool translation to facilitate other experiments and put emphasis on new API. (#5923, #4921)
Should be no-op, this is mostly to make it easier to store state for ImGuiMod_Shortcut.
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parent
1a497c2499
commit
cc3a2200a9
41
imgui.cpp
41
imgui.cpp
@ -4160,16 +4160,15 @@ static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
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rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
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}
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// [Internal] Do not use directly (should read io.KeyMods instead)
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static ImGuiKeyChord GetMergedModsFromBools()
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// [Internal] Do not use directly
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static ImGuiKeyChord GetMergedModsFromKeys()
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{
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ImGuiContext& g = *GImGui;
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ImGuiKeyChord key_chord = 0;
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if (g.IO.KeyCtrl) { key_chord |= ImGuiMod_Ctrl; }
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if (g.IO.KeyShift) { key_chord |= ImGuiMod_Shift; }
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if (g.IO.KeyAlt) { key_chord |= ImGuiMod_Alt; }
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if (g.IO.KeySuper) { key_chord |= ImGuiMod_Super; }
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return key_chord;
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ImGuiKeyChord mods = 0;
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if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; }
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if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; }
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if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; }
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if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; }
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return mods;
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}
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static void ImGui::UpdateKeyboardInputs()
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@ -4244,13 +4243,22 @@ static void ImGui::UpdateKeyboardInputs()
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#endif
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#endif
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools, update aliases
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io.KeyMods = GetMergedModsFromBools();
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// Update aliases
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for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
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UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
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UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
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UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
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// Synchronize io.KeyMods and io.KeyXXX values.
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// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
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// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
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io.KeyMods = GetMergedModsFromKeys();
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io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
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io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
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io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
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io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
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// Clear gamepad data if disabled
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if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
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for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
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@ -8485,15 +8493,6 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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key_changed = true;
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key_changed_mask.SetBit(key_data_index);
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if (key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
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{
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if (key == ImGuiMod_Ctrl) { io.KeyCtrl = key_data->Down; }
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if (key == ImGuiMod_Shift) { io.KeyShift = key_data->Down; }
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if (key == ImGuiMod_Alt) { io.KeyAlt = key_data->Down; }
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if (key == ImGuiMod_Super) { io.KeySuper = key_data->Down; }
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io.KeyMods = GetMergedModsFromBools();
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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_data_index] = key_data->Down;
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@ -8775,7 +8774,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
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// send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
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// We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
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// while still correctly asserting on mid-frame key press events.
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const ImGuiKeyChord key_mods = GetMergedModsFromBools();
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const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
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IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
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IM_UNUSED(key_mods);
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