IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921)

This commit is contained in:
ocornut 2022-09-29 21:59:32 +02:00
parent fac8295d6e
commit cc5058e5d7
3 changed files with 54 additions and 17 deletions

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@ -130,6 +130,7 @@ Other Changes:
- IO: Added ImGuiMod_Shortcut which is ImGuiMod_Super on Mac and ImGuiMod_Ctrl otherwise. (#456)
- IO: Added ImGuiKey_MouseXXX aliases for mouse buttons/wheel so all operations done on ImGuiKey
can apply to mouse data as well. (#4921)
- IO: Filter duplicate input events during the AddXXX() calls. (#5599, #4921)
- Menus: Fixed incorrect sub-menu parent association when opening a menu by closing another.
Among other things, it would accidentally break part of the closing heuristic logic when moving
towards a sub-menu. (#2517, #5614). [@rokups]

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

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@ -23,7 +23,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89 WIP"
#define IMGUI_VERSION_NUM 18827
#define IMGUI_VERSION_NUM 18828
#define IMGUI_HAS_TABLE
/*