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https://github.com/Drezil/imgui.git
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@ -5,9 +5,9 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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@ -16,6 +16,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-10: Inputs: calling new io.AddKeyEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 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.
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// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
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// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
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@ -122,6 +123,119 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
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glfwSetClipboardString((GLFWwindow*)user_data, text);
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}
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static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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{
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switch (key)
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{
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case GLFW_KEY_TAB: return ImGuiKey_Tab;
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case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
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case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow;
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case GLFW_KEY_UP: return ImGuiKey_UpArrow;
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case GLFW_KEY_DOWN: return ImGuiKey_DownArrow;
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case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp;
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case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown;
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case GLFW_KEY_HOME: return ImGuiKey_Home;
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case GLFW_KEY_END: return ImGuiKey_End;
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case GLFW_KEY_INSERT: return ImGuiKey_Insert;
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case GLFW_KEY_DELETE: return ImGuiKey_Delete;
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case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace;
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case GLFW_KEY_SPACE: return ImGuiKey_Space;
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case GLFW_KEY_ENTER: return ImGuiKey_Enter;
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case GLFW_KEY_ESCAPE: return ImGuiKey_Escape;
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case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe;
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case GLFW_KEY_COMMA: return ImGuiKey_Comma;
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case GLFW_KEY_MINUS: return ImGuiKey_Minus;
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case GLFW_KEY_PERIOD: return ImGuiKey_Period;
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case GLFW_KEY_SLASH: return ImGuiKey_Slash;
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case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon;
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case GLFW_KEY_EQUAL: return ImGuiKey_Equal;
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case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket;
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case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash;
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case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket;
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case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent;
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case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock;
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case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock;
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case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock;
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case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen;
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case GLFW_KEY_PAUSE: return ImGuiKey_Pause;
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case GLFW_KEY_KP_0: return ImGuiKey_Keypad0;
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case GLFW_KEY_KP_1: return ImGuiKey_Keypad1;
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case GLFW_KEY_KP_2: return ImGuiKey_Keypad2;
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case GLFW_KEY_KP_3: return ImGuiKey_Keypad3;
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case GLFW_KEY_KP_4: return ImGuiKey_Keypad4;
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case GLFW_KEY_KP_5: return ImGuiKey_Keypad5;
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case GLFW_KEY_KP_6: return ImGuiKey_Keypad6;
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case GLFW_KEY_KP_7: return ImGuiKey_Keypad7;
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case GLFW_KEY_KP_8: return ImGuiKey_Keypad8;
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case GLFW_KEY_KP_9: return ImGuiKey_Keypad9;
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case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal;
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case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide;
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case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract;
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case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd;
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case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter;
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case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual;
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case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift;
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case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftControl;
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case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt;
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case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper;
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case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift;
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case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightControl;
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case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt;
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case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper;
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case GLFW_KEY_MENU: return ImGuiKey_Menu;
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case GLFW_KEY_0: return ImGuiKey_0;
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case GLFW_KEY_1: return ImGuiKey_1;
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case GLFW_KEY_2: return ImGuiKey_2;
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case GLFW_KEY_3: return ImGuiKey_3;
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case GLFW_KEY_4: return ImGuiKey_4;
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case GLFW_KEY_5: return ImGuiKey_5;
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case GLFW_KEY_6: return ImGuiKey_6;
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case GLFW_KEY_7: return ImGuiKey_7;
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case GLFW_KEY_8: return ImGuiKey_8;
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case GLFW_KEY_9: return ImGuiKey_9;
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case GLFW_KEY_A: return ImGuiKey_A;
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case GLFW_KEY_B: return ImGuiKey_B;
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case GLFW_KEY_C: return ImGuiKey_C;
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case GLFW_KEY_D: return ImGuiKey_D;
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case GLFW_KEY_E: return ImGuiKey_E;
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case GLFW_KEY_F: return ImGuiKey_F;
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case GLFW_KEY_G: return ImGuiKey_G;
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case GLFW_KEY_H: return ImGuiKey_H;
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case GLFW_KEY_I: return ImGuiKey_I;
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case GLFW_KEY_J: return ImGuiKey_J;
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case GLFW_KEY_K: return ImGuiKey_K;
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case GLFW_KEY_L: return ImGuiKey_L;
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case GLFW_KEY_M: return ImGuiKey_M;
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case GLFW_KEY_N: return ImGuiKey_N;
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case GLFW_KEY_O: return ImGuiKey_O;
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case GLFW_KEY_P: return ImGuiKey_P;
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case GLFW_KEY_Q: return ImGuiKey_Q;
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case GLFW_KEY_R: return ImGuiKey_R;
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case GLFW_KEY_S: return ImGuiKey_S;
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case GLFW_KEY_T: return ImGuiKey_T;
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case GLFW_KEY_U: return ImGuiKey_U;
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case GLFW_KEY_V: return ImGuiKey_V;
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case GLFW_KEY_W: return ImGuiKey_W;
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case GLFW_KEY_X: return ImGuiKey_X;
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case GLFW_KEY_Y: return ImGuiKey_Y;
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case GLFW_KEY_Z: return ImGuiKey_Z;
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case GLFW_KEY_F1: return ImGuiKey_F1;
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case GLFW_KEY_F2: return ImGuiKey_F2;
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case GLFW_KEY_F3: return ImGuiKey_F3;
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case GLFW_KEY_F4: return ImGuiKey_F4;
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case GLFW_KEY_F5: return ImGuiKey_F5;
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case GLFW_KEY_F6: return ImGuiKey_F6;
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case GLFW_KEY_F7: return ImGuiKey_F7;
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case GLFW_KEY_F8: return ImGuiKey_F8;
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case GLFW_KEY_F9: return ImGuiKey_F9;
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case GLFW_KEY_F10: return ImGuiKey_F10;
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case GLFW_KEY_F11: return ImGuiKey_F11;
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case GLFW_KEY_F12: return ImGuiKey_F12;
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default: return ImGuiKey_None;
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}
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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@ -143,12 +257,8 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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io.MouseWheel += (float)yoffset;
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}
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
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bd->PrevUserCallbackKey(window, key, scancode, action, mods);
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#if GLFW_HAS_GET_KEY_NAME
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// GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
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// (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
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@ -167,25 +277,24 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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}
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// if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
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#endif
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return key;
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}
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void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackKey != NULL && window == bd->Window)
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bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);
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if (action != GLFW_PRESS && action != GLFW_RELEASE)
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return;
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keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
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ImGuiIO& io = ImGui::GetIO();
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if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
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{
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if (action == GLFW_PRESS)
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io.KeysDown[key] = true;
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if (action == GLFW_RELEASE)
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io.KeysDown[key] = false;
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}
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// Modifiers are not reliable across systems
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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#ifdef _WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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#endif
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ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
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io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
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io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
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}
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void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
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@ -240,30 +349,6 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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bd->Window = window;
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bd->Time = 0.0;
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// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
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io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeypadEnter] = GLFW_KEY_KP_ENTER;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
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io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
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io.ClipboardUserData = bd->Window;
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@ -455,6 +540,16 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers()
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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io.KeyShift = ((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
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io.KeyCtrl = ((glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
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io.KeyAlt = ((glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
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io.KeySuper = ((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
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}
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void ImGui_ImplGlfw_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -475,6 +570,9 @@ void ImGui_ImplGlfw_NewFrame()
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io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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// Update key modifiers
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ImGui_ImplGlfw_UpdateKeyModifiers();
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ImGui_ImplGlfw_UpdateMousePosAndButtons();
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ImGui_ImplGlfw_UpdateMouseCursor();
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@ -4,9 +4,9 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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