mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_glfw.h # backends/imgui_impl_osx.h # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl.cpp # backends/imgui_impl_sdl.h # backends/imgui_impl_win32.cpp # backends/imgui_impl_win32.h # imgui.cpp
This commit is contained in:
292
imgui.cpp
292
imgui.cpp
@ -349,7 +349,7 @@ CODE
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- Keyboard:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
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will be set. For more advanced uses, you may want to read from:
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- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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@ -394,8 +394,14 @@ CODE
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- likewise io.MousePos and GetMousePos() will use OS coordinates.
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If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
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- 2022/03/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/03/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
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- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
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- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
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- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent()
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- inputs: added io.AddKeyModEvent() instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
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- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
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- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
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@ -966,6 +972,7 @@ static void UpdateDebugToolStackQueries();
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// Misc
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static void UpdateSettings();
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static void UpdateKeyboardInputs();
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static void UpdateMouseInputs();
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static void UpdateMouseWheel();
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static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
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@ -1131,8 +1138,10 @@ ImGuiIO::ImGuiIO()
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LogFilename = "imgui_log.txt";
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MouseDoubleClickTime = 0.30f;
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MouseDoubleClickMaxDist = 6.0f;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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for (int i = 0; i < ImGuiKey_COUNT; i++)
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KeyMap[i] = -1;
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#endif
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KeyRepeatDelay = 0.275f;
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KeyRepeatRate = 0.050f;
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UserData = NULL;
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@ -1180,8 +1189,9 @@ ImGuiIO::ImGuiIO()
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MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
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MouseDragThreshold = 6.0f;
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for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
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for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
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BackendUsingLegacyKeyArrays = (ImS8)-1;
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}
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// Pass in translated ASCII characters for text input.
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@ -1247,15 +1257,76 @@ void ImGuiIO::ClearInputCharacters()
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void ImGuiIO::ClearInputKeys()
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{
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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memset(KeysDown, 0, sizeof(KeysDown));
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for (int n = 0; n < IM_ARRAYSIZE(KeysDownDuration); n++)
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KeysDownDuration[n] = KeysDownDurationPrev[n] = -1.0f;
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#endif
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for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
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{
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KeysData[n].Down = false;
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KeysData[n].DownDuration = -1.0f;
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KeysData[n].DownDurationPrev = -1.0f;
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}
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KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
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KeyMods = KeyModsPrev = ImGuiKeyModFlags_None;
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for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)
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NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
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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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// FIXME: In the current version this is setting key data immediately. This will evolve into a trickling queue.
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void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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{
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//if (e->Down) { IMGUI_DEBUG_LOG("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
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if (key == ImGuiKey_None)
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return;
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IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
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// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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if (BackendUsingLegacyKeyArrays == -1)
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
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IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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#endif
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BackendUsingLegacyKeyArrays = 0;
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// Write key
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const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);
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KeysData[keydata_index].Down = down;
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}
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// [Optional] Call add AddKeyEvent().
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// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
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// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
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void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
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{
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IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
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IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511
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IM_UNUSED(native_keycode); // Yet unused
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IM_UNUSED(native_scancode); // Yet unused
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// Build native->imgui map so old user code can still call key functions with native 0..511 values.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
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if (ImGui::IsLegacyKey(legacy_key))
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KeyMap[legacy_key] = key;
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#else
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IM_UNUSED(key);
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IM_UNUSED(native_legacy_index);
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#endif
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}
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void ImGuiIO::AddKeyModEvent(ImGuiKeyModFlags modifiers)
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{
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KeyMods = modifiers;
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KeyCtrl = (modifiers & ImGuiKeyModFlags_Ctrl) != 0;
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KeyShift = (modifiers & ImGuiKeyModFlags_Shift) != 0;
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KeyAlt = (modifiers & ImGuiKeyModFlags_Alt) != 0;
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KeySuper = (modifiers & ImGuiKeyModFlags_Super) != 0;
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}
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void ImGuiIO::AddFocusEvent(bool focused)
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{
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// We intentionally overwrite this and process in NewFrame(), in order to give a chance
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@ -3267,7 +3338,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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g.ActiveIdUsingMouseWheel = false;
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g.ActiveIdUsingNavDirMask = 0x00;
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g.ActiveIdUsingNavInputMask = 0x00;
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g.ActiveIdUsingKeyInputMask = 0x00;
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g.ActiveIdUsingKeyInputMask.ClearAllBits();
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}
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void ImGui::ClearActiveID()
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@ -3883,6 +3954,57 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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return (window->Active) && (!window->Hidden);
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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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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
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io.KeyMods = GetMergedKeyModFlags();
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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 too.
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for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
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IM_ASSERT(io.KeysDown[n] == false && "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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io.BackendUsingLegacyKeyArrays = 1;
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}
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}
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#endif
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// Update keys
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for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); 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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}
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static void ImGui::UpdateMouseInputs()
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{
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ImGuiContext& g = *GImGui;
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@ -4236,7 +4358,7 @@ void ImGui::NewFrame()
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{
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g.ActiveIdUsingNavDirMask = 0x00;
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g.ActiveIdUsingNavInputMask = 0x00;
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g.ActiveIdUsingKeyInputMask = 0x00;
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g.ActiveIdUsingKeyInputMask.ClearAllBits();
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}
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// Drag and drop
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@ -4260,11 +4382,7 @@ void ImGui::NewFrame()
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}
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// Update keyboard input state
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// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
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g.IO.KeyMods = GetMergedKeyModFlags();
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memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
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g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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UpdateKeyboardInputs();
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// Update gamepad/keyboard navigation
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NavUpdate();
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@ -5142,7 +5260,7 @@ void ImGui::SetActiveIdUsingNavAndKeys()
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IM_ASSERT(g.ActiveId != 0);
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g.ActiveIdUsingNavDirMask = ~(ImU32)0;
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g.ActiveIdUsingNavInputMask = ~(ImU32)0;
|
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g.ActiveIdUsingKeyInputMask = ~(ImU64)0;
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g.ActiveIdUsingKeyInputMask.SetAllBits();
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NavMoveRequestCancel();
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}
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||||
@ -7842,22 +7960,76 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
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return true;
|
||||
}
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||||
|
||||
int ImGui::GetKeyIndex(ImGuiKey imgui_key)
|
||||
const ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)
|
||||
{
|
||||
IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.IO.KeyMap[imgui_key];
|
||||
int index;
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
|
||||
if (IsLegacyKey(key))
|
||||
index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native
|
||||
else
|
||||
index = key;
|
||||
#else
|
||||
IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
|
||||
index = key - ImGuiKey_NamedKey_BEGIN;
|
||||
#endif
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||||
return &g.IO.KeysData[index];
|
||||
}
|
||||
|
||||
// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
|
||||
// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
|
||||
bool ImGui::IsKeyDown(int user_key_index)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
int ImGui::GetKeyIndex(ImGuiKey key)
|
||||
{
|
||||
if (user_key_index < 0)
|
||||
return false;
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
return g.IO.KeysDown[user_key_index];
|
||||
IM_ASSERT(IsNamedKey(key));
|
||||
const ImGuiKeyData* key_data = GetKeyData(key);
|
||||
return (int)(key_data - g.IO.KeysData);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
|
||||
static const char* const GKeyNames[] =
|
||||
{
|
||||
"Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
|
||||
"Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
|
||||
"Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
|
||||
"Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
|
||||
"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
|
||||
"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
|
||||
"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", "LeftShift", "LeftControl",
|
||||
"LeftAlt", "LeftSuper", "RightShift", "RightControl", "RightAlt", "RightSuper", "Menu",
|
||||
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
|
||||
"I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
|
||||
"F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12"
|
||||
};
|
||||
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
|
||||
|
||||
const char* ImGui::GetKeyName(ImGuiKey key)
|
||||
{
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
|
||||
#else
|
||||
if (IsLegacyKey(key))
|
||||
{
|
||||
ImGuiIO& io = GetIO();
|
||||
if (io.KeyMap[key] == -1)
|
||||
return "N/A";
|
||||
IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));
|
||||
key = (ImGuiKey)io.KeyMap[key];
|
||||
}
|
||||
#endif
|
||||
if (key == ImGuiKey_None)
|
||||
return "None";
|
||||
|
||||
return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
|
||||
}
|
||||
|
||||
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
|
||||
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
|
||||
bool ImGui::IsKeyDown(ImGuiKey key)
|
||||
{
|
||||
const ImGuiKeyData* key_data = GetKeyData(key);
|
||||
return key_data->Down;
|
||||
}
|
||||
|
||||
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
|
||||
@ -7878,36 +8050,30 @@ int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, flo
|
||||
return count;
|
||||
}
|
||||
|
||||
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
|
||||
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (key_index < 0)
|
||||
return 0;
|
||||
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
const float t = g.IO.KeysDownDuration[key_index];
|
||||
const ImGuiKeyData* key_data = GetKeyData(key);
|
||||
const float t = key_data->DownDuration;
|
||||
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
|
||||
}
|
||||
|
||||
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
|
||||
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (user_key_index < 0)
|
||||
return false;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
const float t = g.IO.KeysDownDuration[user_key_index];
|
||||
const ImGuiKeyData* key_data = GetKeyData(key);
|
||||
const float t = key_data->DownDuration;
|
||||
if (t == 0.0f)
|
||||
return true;
|
||||
if (repeat && t > g.IO.KeyRepeatDelay)
|
||||
return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
|
||||
return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsKeyReleased(int user_key_index)
|
||||
bool ImGui::IsKeyReleased(ImGuiKey key)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (user_key_index < 0) return false;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
|
||||
const ImGuiKeyData* key_data = GetKeyData(key);
|
||||
return key_data->DownDurationPrev >= 0.0f && !key_data->Down;
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseDown(ImGuiMouseButton button)
|
||||
@ -8106,12 +8272,14 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
|
||||
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
|
||||
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
|
||||
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
||||
for (int n = 0; n < ImGuiKey_COUNT; n++)
|
||||
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
|
||||
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
|
||||
|
||||
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
|
||||
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
|
||||
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
|
||||
#endif
|
||||
|
||||
// Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
|
||||
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
|
||||
@ -10215,7 +10383,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
|
||||
{
|
||||
ImVec2 delta(0.0f, 0.0f);
|
||||
if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard)
|
||||
delta += ImVec2((float)IsKeyDown(GetKeyIndex(ImGuiKey_RightArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_LeftArrow)), (float)IsKeyDown(GetKeyIndex(ImGuiKey_DownArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_UpArrow)));
|
||||
delta += ImVec2((float)IsKeyDown(ImGuiKey_RightArrow) - (float)IsKeyDown(ImGuiKey_LeftArrow), (float)IsKeyDown(ImGuiKey_DownArrow) - (float)IsKeyDown(ImGuiKey_UpArrow));
|
||||
if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
|
||||
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
|
||||
if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
|
||||
@ -10251,7 +10419,7 @@ static void ImGui::NavUpdate()
|
||||
// Update Keyboard->Nav inputs mapping
|
||||
if (nav_keyboard_active)
|
||||
{
|
||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
|
||||
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
|
||||
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
|
||||
NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input );
|
||||
NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel );
|
||||
@ -10469,7 +10637,7 @@ void ImGui::NavUpdateCreateMoveRequest()
|
||||
|
||||
// [DEBUG] Always send a request
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
if (io.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
|
||||
if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
|
||||
g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
|
||||
if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
|
||||
{
|
||||
@ -10533,7 +10701,7 @@ void ImGui::NavUpdateCreateTabbingRequest()
|
||||
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
|
||||
return;
|
||||
|
||||
const bool tab_pressed = IsKeyPressedMap(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
|
||||
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
|
||||
if (!tab_pressed)
|
||||
return;
|
||||
|
||||
@ -10694,16 +10862,14 @@ static void ImGui::NavUpdateCancelRequest()
|
||||
static float ImGui::NavUpdatePageUpPageDown()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiIO& io = g.IO;
|
||||
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
|
||||
return 0.0f;
|
||||
|
||||
const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
|
||||
const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
|
||||
const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home);
|
||||
const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End);
|
||||
const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp);
|
||||
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown);
|
||||
const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home);
|
||||
const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End);
|
||||
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
|
||||
return 0.0f;
|
||||
|
||||
@ -10713,9 +10879,9 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
|
||||
{
|
||||
// Fallback manual-scroll when window has no navigable item
|
||||
if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
|
||||
if (IsKeyPressed(ImGuiKey_PageUp, true))
|
||||
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
|
||||
else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
|
||||
else if (IsKeyPressed(ImGuiKey_PageDown, true))
|
||||
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
|
||||
else if (home_pressed)
|
||||
SetScrollY(window, 0.0f);
|
||||
@ -10727,14 +10893,14 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
|
||||
const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
|
||||
float nav_scoring_rect_offset_y = 0.0f;
|
||||
if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
|
||||
if (IsKeyPressed(ImGuiKey_PageUp, true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = -page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
|
||||
g.NavMoveClipDir = ImGuiDir_Up;
|
||||
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
|
||||
}
|
||||
else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
|
||||
else if (IsKeyPressed(ImGuiKey_PageDown, true))
|
||||
{
|
||||
nav_scoring_rect_offset_y = +page_offset_y;
|
||||
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
|
||||
@ -10899,7 +11065,7 @@ static void ImGui::NavUpdateWindowing()
|
||||
|
||||
// Start CTRL+Tab or Square+L/R window selection
|
||||
const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
|
||||
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab);
|
||||
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab);
|
||||
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
|
||||
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
|
||||
{
|
||||
@ -10941,7 +11107,7 @@ static void ImGui::NavUpdateWindowing()
|
||||
{
|
||||
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
|
||||
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
|
||||
if (IsKeyPressedMap(ImGuiKey_Tab, true))
|
||||
if (IsKeyPressed(ImGuiKey_Tab, true))
|
||||
NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
|
||||
if (!io.KeyCtrl)
|
||||
apply_focus_window = g.NavWindowingTarget;
|
||||
@ -17452,7 +17618,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
Indent();
|
||||
Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
|
||||
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
|
||||
Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %llX", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, g.ActiveIdUsingKeyInputMask);
|
||||
|
||||
int active_id_using_key_input_count = 0;
|
||||
for (int n = 0; n < g.ActiveIdUsingKeyInputMask.Size; n++)
|
||||
active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask.TestBit(n) ? 1 : 0;
|
||||
Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count);
|
||||
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
|
||||
Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
|
||||
Unindent();
|
||||
@ -18088,7 +18258,7 @@ void ImGui::UpdateDebugToolItemPicker()
|
||||
|
||||
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
|
||||
SetMouseCursor(ImGuiMouseCursor_Hand);
|
||||
if (IsKeyPressedMap(ImGuiKey_Escape))
|
||||
if (IsKeyPressed(ImGuiKey_Escape))
|
||||
g.DebugItemPickerActive = false;
|
||||
if (IsMouseClicked(0) && hovered_id)
|
||||
{
|
||||
|
Reference in New Issue
Block a user