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@ -130,6 +130,7 @@ Other Changes:
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- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456)
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- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
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can apply to mouse data as well. (#4921)
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- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921)
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- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
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Among other things, it would accidentally break part of the closing heuristic logic when moving
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towards a sub-menu. (#2517, #5614). [@rokups]
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66
imgui.cpp
66
imgui.cpp
@ -1282,11 +1282,13 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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}
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}
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// FIXME: Perhaps we could clear queued events as well?
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void ImGuiIO::ClearInputCharacters()
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{
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InputQueueCharacters.resize(0);
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}
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// FIXME: Perhaps we could clear queued events as well?
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void ImGuiIO::ClearInputKeys()
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{
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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@ -1302,6 +1304,23 @@ void ImGuiIO::ClearInputKeys()
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KeyMods = ImGuiMod_None;
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}
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static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
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{
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ImGuiContext& g = *GImGui;
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for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
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{
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ImGuiInputEvent* e = &g.InputEventsQueue[n];
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if (e->Type != type)
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continue;
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if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
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continue;
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if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
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continue;
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return e;
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}
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return NULL;
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}
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// Queue a new key down/up event.
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// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
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// - bool down: Is the key down? use false to signify a key release.
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@ -1327,17 +1346,13 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
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if (ImGui::IsGamepadKey(key))
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BackendUsingLegacyNavInputArray = false;
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// Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed)
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ImGuiKeyData* key_data = ImGui::GetKeyData(key);
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if (key_data->Down == down && key_data->AnalogValue == analog_value)
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{
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bool found = false;
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for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--)
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if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key)
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found = true;
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if (!found)
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// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
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const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
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const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
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const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
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if (latest_key_down == down && latest_key_analog == analog_value)
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return;
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}
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// Add event
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ImGuiInputEvent e;
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@ -1395,11 +1410,20 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
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if (!AppAcceptingEvents)
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return;
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// Apply same flooring as UpdateMouseInputs()
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ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
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const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
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if (latest_pos.x == pos.x && latest_pos.y == pos.y)
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return;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_MousePos;
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e.Source = ImGuiInputSource_Mouse;
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e.MousePos.PosX = x;
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e.MousePos.PosY = y;
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e.MousePos.PosX = pos.x;
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e.MousePos.PosY = pos.y;
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g.InputEventsQueue.push_back(e);
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}
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@ -1411,6 +1435,12 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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if (!AppAcceptingEvents)
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return;
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
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const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
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if (latest_button_down == down)
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return;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_MouseButton;
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e.Source = ImGuiInputSource_Mouse;
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@ -1424,7 +1454,9 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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if ((wheel_x == 0.0f && wheel_y == 0.0f) || !AppAcceptingEvents)
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// Filter duplicate (unlike most events, wheel values are relative and easy to filter)
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if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
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return;
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ImGuiInputEvent e;
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@ -1440,6 +1472,12 @@ void ImGuiIO::AddFocusEvent(bool focused)
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
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const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
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if (latest_focused == focused)
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return;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_Focus;
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e.AppFocused.Focused = focused;
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@ -8123,8 +8161,6 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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{
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
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if (IsMousePosValid(&event_pos))
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event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
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break;
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io.MousePos = event_pos;
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