mirror of
https://github.com/Drezil/imgui.git
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Refactor: moved UpdateAliasKey(), GetMergedModsFromKeys(), UpdateKeyboardInputs(), UpdateMouseInputs() to INPUTS section.
This commit is contained in:
parent
f83da768b6
commit
ed54e14f1b
401
imgui.cpp
401
imgui.cpp
@ -4248,204 +4248,6 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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return (window->Active) && (!window->Hidden);
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}
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static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
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{
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IM_ASSERT(ImGui::IsAliasKey(key));
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ImGuiKeyData* key_data = ImGui::GetKeyData(key);
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key_data->Down = v;
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key_data->AnalogValue = analog_value;
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}
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// [Internal] Do not use directly
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static ImGuiKeyChord GetMergedModsFromKeys()
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{
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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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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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// Import legacy keys or verify they are not used
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (io.BackendUsingLegacyKeyArrays == 0)
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{
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
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for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
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IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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}
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else
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{
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if (g.FrameCount == 0)
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for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
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IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
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// Build reverse KeyMap (Named -> Legacy)
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
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if (io.KeyMap[n] != -1)
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{
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IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
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io.KeyMap[io.KeyMap[n]] = n;
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}
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// Import legacy keys into new ones
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for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
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if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
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{
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const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
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IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
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io.KeysData[key].Down = io.KeysDown[n];
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if (key != n)
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io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
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io.BackendUsingLegacyKeyArrays = 1;
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}
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if (io.BackendUsingLegacyKeyArrays == 1)
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{
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GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
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GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
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GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
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GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
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}
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
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{
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#define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
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#define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
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MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
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MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
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#undef NAV_MAP_KEY
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}
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#endif
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#endif
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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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{
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io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
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io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
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}
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// Update keys
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for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
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{
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ImGuiKeyData* key_data = &io.KeysData[i];
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key_data->DownDurationPrev = key_data->DownDuration;
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key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
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}
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// Update keys/input owner (named keys only): one entry per key
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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{
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ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
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ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
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owner_data->OwnerCurr = owner_data->OwnerNext;
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if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
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owner_data->OwnerNext = ImGuiKeyOwner_None;
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owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
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}
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UpdateKeyRoutingTable(&g.KeysRoutingTable);
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}
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static void ImGui::UpdateMouseInputs()
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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
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if (IsMousePosValid(&io.MousePos))
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io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
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io.MouseDelta = io.MousePos - io.MousePosPrev;
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else
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io.MouseDelta = ImVec2(0.0f, 0.0f);
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// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
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if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
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g.NavDisableMouseHover = false;
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io.MousePosPrev = io.MousePos;
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
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io.MouseClickedCount[i] = 0; // Will be filled below
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io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
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io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
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io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
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if (io.MouseClicked[i])
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{
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bool is_repeated_click = false;
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if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
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{
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ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
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if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
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is_repeated_click = true;
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}
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if (is_repeated_click)
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io.MouseClickedLastCount[i]++;
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else
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io.MouseClickedLastCount[i] = 1;
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io.MouseClickedTime[i] = g.Time;
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io.MouseClickedPos[i] = io.MousePos;
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io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
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io.MouseDragMaxDistanceSqr[i] = 0.0f;
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}
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else if (io.MouseDown[i])
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{
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// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
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float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
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io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
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}
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// We provide io.MouseDoubleClicked[] as a legacy service
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io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
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// Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
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if (io.MouseClicked[i])
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g.NavDisableMouseHover = false;
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}
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}
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// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
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void ImGui::UpdateHoveredWindowAndCaptureFlags()
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{
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@ -7772,6 +7574,11 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
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// - GetMouseCursor()
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// - SetMouseCursor()
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//-----------------------------------------------------------------------------
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// - UpdateAliasKey()
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// - GetMergedModsFromKeys()
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// - UpdateKeyboardInputs()
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// - UpdateMouseInputs()
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//-----------------------------------------------------------------------------
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// - LockWheelingWindow [Internal]
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// - FindBestWheelingWindow [Internal]
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// - UpdateMouseWheel() [Internal]
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@ -8360,6 +8167,204 @@ void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
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g.MouseCursor = cursor_type;
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}
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static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
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{
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IM_ASSERT(ImGui::IsAliasKey(key));
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ImGuiKeyData* key_data = ImGui::GetKeyData(key);
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key_data->Down = v;
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key_data->AnalogValue = analog_value;
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}
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// [Internal] Do not use directly
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static ImGuiKeyChord GetMergedModsFromKeys()
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{
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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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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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// Import legacy keys or verify they are not used
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (io.BackendUsingLegacyKeyArrays == 0)
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{
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
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for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
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IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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}
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else
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{
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if (g.FrameCount == 0)
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for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
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IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
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// Build reverse KeyMap (Named -> Legacy)
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
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if (io.KeyMap[n] != -1)
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{
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IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
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io.KeyMap[io.KeyMap[n]] = n;
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}
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// Import legacy keys into new ones
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for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
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if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
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{
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const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
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IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
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io.KeysData[key].Down = io.KeysDown[n];
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if (key != n)
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io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
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io.BackendUsingLegacyKeyArrays = 1;
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}
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if (io.BackendUsingLegacyKeyArrays == 1)
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{
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GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
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GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
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GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
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GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
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}
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
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{
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#define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
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#define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
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MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
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MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
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MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
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#undef NAV_MAP_KEY
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}
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#endif
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#endif
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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);
|
||||
UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
|
||||
|
||||
// Synchronize io.KeyMods and io.KeyXXX values.
|
||||
// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
|
||||
// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
|
||||
// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
|
||||
io.KeyMods = GetMergedModsFromKeys();
|
||||
io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
|
||||
io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
|
||||
io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
|
||||
io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
|
||||
|
||||
// Clear gamepad data if disabled
|
||||
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
|
||||
for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
|
||||
{
|
||||
io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
|
||||
io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
|
||||
}
|
||||
|
||||
// Update keys
|
||||
for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
|
||||
{
|
||||
ImGuiKeyData* key_data = &io.KeysData[i];
|
||||
key_data->DownDurationPrev = key_data->DownDuration;
|
||||
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
|
||||
}
|
||||
|
||||
// Update keys/input owner (named keys only): one entry per key
|
||||
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
|
||||
{
|
||||
ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
|
||||
ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
|
||||
owner_data->OwnerCurr = owner_data->OwnerNext;
|
||||
if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
|
||||
owner_data->OwnerNext = ImGuiKeyOwner_None;
|
||||
owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
|
||||
}
|
||||
|
||||
UpdateKeyRoutingTable(&g.KeysRoutingTable);
|
||||
}
|
||||
|
||||
static void ImGui::UpdateMouseInputs()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiIO& io = g.IO;
|
||||
|
||||
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
|
||||
if (IsMousePosValid(&io.MousePos))
|
||||
io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
|
||||
|
||||
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
|
||||
if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
|
||||
io.MouseDelta = io.MousePos - io.MousePosPrev;
|
||||
else
|
||||
io.MouseDelta = ImVec2(0.0f, 0.0f);
|
||||
|
||||
// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
|
||||
if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
|
||||
g.NavDisableMouseHover = false;
|
||||
|
||||
io.MousePosPrev = io.MousePos;
|
||||
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
|
||||
{
|
||||
io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
|
||||
io.MouseClickedCount[i] = 0; // Will be filled below
|
||||
io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
|
||||
io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
|
||||
io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
|
||||
if (io.MouseClicked[i])
|
||||
{
|
||||
bool is_repeated_click = false;
|
||||
if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
|
||||
{
|
||||
ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
|
||||
if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
|
||||
is_repeated_click = true;
|
||||
}
|
||||
if (is_repeated_click)
|
||||
io.MouseClickedLastCount[i]++;
|
||||
else
|
||||
io.MouseClickedLastCount[i] = 1;
|
||||
io.MouseClickedTime[i] = g.Time;
|
||||
io.MouseClickedPos[i] = io.MousePos;
|
||||
io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
|
||||
io.MouseDragMaxDistanceSqr[i] = 0.0f;
|
||||
}
|
||||
else if (io.MouseDown[i])
|
||||
{
|
||||
// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
|
||||
float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
|
||||
io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
|
||||
}
|
||||
|
||||
// We provide io.MouseDoubleClicked[] as a legacy service
|
||||
io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
|
||||
|
||||
// Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
|
||||
if (io.MouseClicked[i])
|
||||
g.NavDisableMouseHover = false;
|
||||
}
|
||||
}
|
||||
|
||||
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
Loading…
Reference in New Issue
Block a user