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@ -76,6 +76,10 @@ Breaking Changes:
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- Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
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- io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383)
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- io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959)
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- Reworked IO nav/gamepad input API and unifying inputs sources: (#4858, #787)
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- Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with
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io.AddKeyEvent(), io.AddKeyAnalogEvent().
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- Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
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- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
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- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
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@ -101,6 +105,8 @@ Other Changes:
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- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut]
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Previously the most common issue case (button presses in low framerates) was handled by backend. This is now
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handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
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- New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent(), AddKeyModsEvent().
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- New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
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- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,
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which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
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- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]
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102
imgui.cpp
102
imgui.cpp
@ -346,27 +346,26 @@ CODE
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- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
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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.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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- Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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- Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
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the io.WantCaptureKeyboard flag 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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- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
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- or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
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Please reach out if you think the game vs navigation input sharing could be improved.
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- Gamepad:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
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- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
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Note that io.NavInputs[] is cleared by EndFrame().
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- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
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0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
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- We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
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Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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- Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
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- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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- Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls.
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- BEFORE 1.87, BACKENDS USED TO WRITE DIRECTLY TO io.NavInputs[]. This is going to be obsoleted in the future. Please call io functions instead!
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- You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets
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- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
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to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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- If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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- Mouse:
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- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
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- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
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@ -385,6 +384,8 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2022/01/20 (1.87) - inputs: reworded gamepad IO.
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- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
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- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
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- 2022/01/17 (1.87) - inputs: reworked mouse IO.
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- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
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@ -1163,6 +1164,7 @@ ImGuiIO::ImGuiIO()
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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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BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
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}
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// Pass in translated ASCII characters for text input.
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@ -1253,9 +1255,10 @@ void ImGuiIO::ClearInputKeys()
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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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void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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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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// - float analog_value: 0.0f..1.0f
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void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value, ImGuiInputSource input_source)
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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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@ -1263,6 +1266,7 @@ void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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ImGuiContext& g = *GImGui;
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IM_ASSERT(&g.IO == this && "Can only add events to current context.");
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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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IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad);
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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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@ -1272,15 +1276,23 @@ void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
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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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BackendUsingLegacyKeyArrays = 0;
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#endif
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if (ImGui::IsGamepadKey(key))
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BackendUsingLegacyNavInputArray = false;
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ImGuiInputEvent e;
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e.Type = ImGuiInputEventType_Key;
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e.Source = ImGuiInputSource_Keyboard;
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e.Source = input_source;
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e.Key.Key = key;
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e.Key.Down = down;
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e.Key.AnalogValue = analog_value;
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g.InputEventsQueue.push_back(e);
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}
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void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down, ImGuiInputSource input_source)
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{
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AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f, input_source);
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}
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// [Optional] Call after 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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@ -3355,7 +3367,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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if (id)
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{
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g.ActiveIdIsAlive = id;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
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}
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// Clear declaration of inputs claimed by the widget
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@ -3936,6 +3948,14 @@ static void ImGui::UpdateKeyboardInputs()
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}
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#endif
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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 < IM_ARRAYSIZE(io.KeysData); i++)
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{
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@ -7486,14 +7506,19 @@ static const char* const GKeyNames[] =
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"Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
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"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
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"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
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"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual"
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"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
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"GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight",
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"GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight",
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"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
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"GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight",
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"GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight"
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};
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IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
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const char* ImGui::GetKeyName(ImGuiKey key)
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{
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
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IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
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#else
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if (IsLegacyKey(key))
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{
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@ -7782,12 +7807,13 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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IM_ASSERT(e->Key.Key != ImGuiKey_None);
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const int keydata_index = (e->Key.Key - ImGuiKey_KeysData_OFFSET);
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ImGuiKeyData* keydata = &io.KeysData[keydata_index];
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if (keydata->Down != e->Key.Down)
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if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the same button
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if (trickle_fast_inputs && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0))
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if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0))
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break;
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keydata->Down = e->Key.Down;
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keydata->AnalogValue = e->Key.AnalogValue;
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key_changed = true;
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key_changed_mask.SetBit(keydata_index);
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}
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@ -7831,6 +7857,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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}
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// Record trail (for domain-specific applications wanting to access a precise trail)
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//if (event_n != 0) IMGUI_DEBUG_LOG("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
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for (int n = 0; n < event_n; n++)
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g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
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@ -9986,18 +10013,35 @@ static void ImGui::NavUpdate()
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io.WantSetMousePos = false;
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//if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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// Update Gamepad->Nav inputs mapping
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// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
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// (do it before we map Keyboard input!)
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad)
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if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false)
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{
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if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f
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|| io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f)
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g.NavInputSource = ImGuiInputSource_Gamepad;
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for (int n = 0; n < ImGuiNavInput_COUNT; n++)
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IM_ASSERT(io.NavInputs[n] == 0.0f && "Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!");
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#define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV) do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0)
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NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true);
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NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true);
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NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true);
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NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true);
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NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true);
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NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true);
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NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true);
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NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true);
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NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false);
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NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false);
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NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false);
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NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false);
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NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false);
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NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false);
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NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false);
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NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false);
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#undef NAV_MAP_KEY
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}
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// Update Keyboard->Nav inputs mapping
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const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
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if (nav_keyboard_active)
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{
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#define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)
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67
imgui.h
67
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.87 WIP"
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#define IMGUI_VERSION_NUM 18611
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#define IMGUI_VERSION_NUM 18612
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -171,6 +171,7 @@ typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
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typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier
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typedef int ImGuiInputSource; // -> enum ImGuiInputSource_ // Enum: An input source (mouse/keyboard/gamepad) for io.AddKeyEvent() functions
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typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
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typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
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typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
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@ -1392,7 +1393,34 @@ enum ImGuiKey_
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ImGuiKey_KeypadAdd,
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ImGuiKey_KeypadEnter,
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ImGuiKey_KeypadEqual,
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ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
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// Gamepad (some of those are expected to be analog values from 0.0f to 1.0f) ..............// NAVIGATION action
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ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // --
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ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // --
|
||||
ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input
|
||||
ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate
|
||||
ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu
|
||||
ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel
|
||||
ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp
|
||||
ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown
|
||||
ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft
|
||||
ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight
|
||||
ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow
|
||||
ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast
|
||||
ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog]
|
||||
ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog]
|
||||
ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS)
|
||||
ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS)
|
||||
ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp
|
||||
ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown
|
||||
ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft
|
||||
ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight
|
||||
ImGuiKey_GamepadRStickUp, // [Analog]
|
||||
ImGuiKey_GamepadRStickDown, // [Analog]
|
||||
ImGuiKey_GamepadRStickLeft, // [Analog]
|
||||
ImGuiKey_GamepadRStickRight, // [Analog]
|
||||
|
||||
ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
|
||||
|
||||
// Legacy range used by legacy io.KeyMap[]. Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index.
|
||||
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
|
||||
@ -1403,11 +1431,13 @@ enum ImGuiKey_
|
||||
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
|
||||
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in KeysData[0]
|
||||
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in KeysData[0]
|
||||
#else
|
||||
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
|
||||
ImGuiKey_KeysData_OFFSET = ImGuiKey_LegacyNativeKey_BEGIN // First key stored in KeysData[0]
|
||||
ImGuiKey_KeysData_OFFSET = ImGuiKey_LegacyNativeKey_BEGIN, // First key stored in KeysData[0]
|
||||
#endif
|
||||
ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
|
||||
ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87
|
||||
@ -1857,6 +1887,15 @@ struct ImGuiKeyData
|
||||
bool Down; // True for if key is down
|
||||
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
|
||||
float DownDurationPrev; // Last frame duration the key has been down
|
||||
float AnalogValue; // 0.0f..1.0f for gamepad values
|
||||
};
|
||||
|
||||
enum ImGuiInputSource_
|
||||
{
|
||||
ImGuiInputSource_None = 0,
|
||||
ImGuiInputSource_Mouse,
|
||||
ImGuiInputSource_Keyboard,
|
||||
ImGuiInputSource_Gamepad
|
||||
};
|
||||
|
||||
struct ImGuiIO
|
||||
@ -1927,15 +1966,16 @@ struct ImGuiIO
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// Input Functions
|
||||
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
|
||||
IMGUI_API void AddKeyModsEvent(ImGuiKeyModFlags modifiers);// Queue a change of Ctrl/Shift/Alt/Super modifiers
|
||||
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
|
||||
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
|
||||
IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
|
||||
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
|
||||
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
|
||||
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
|
||||
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down, ImGuiInputSource src = ImGuiInputSource_Keyboard); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
|
||||
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v, ImGuiInputSource src); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
|
||||
IMGUI_API void AddKeyModsEvent(ImGuiKeyModFlags modifiers); // Queue a change of Ctrl/Shift/Alt/Super modifiers
|
||||
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
|
||||
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
|
||||
IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
|
||||
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
|
||||
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
|
||||
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
|
||||
|
||||
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
|
||||
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
|
||||
@ -2009,6 +2049,7 @@ struct ImGuiIO
|
||||
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
|
||||
bool AppFocusLost;
|
||||
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
|
||||
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
|
||||
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
|
||||
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
|
||||
|
||||
|
@ -5693,8 +5693,8 @@ static void ShowDemoWindowMisc()
|
||||
}
|
||||
|
||||
// Display Keyboard/Mouse state
|
||||
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard & Navigation State");
|
||||
if (ImGui::TreeNode("Keyboard & Navigation State"))
|
||||
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");
|
||||
if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State"))
|
||||
{
|
||||
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends.
|
||||
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
|
||||
|
@ -912,14 +912,11 @@ enum ImGuiInputEventType
|
||||
ImGuiInputEventType_COUNT
|
||||
};
|
||||
|
||||
enum ImGuiInputSource
|
||||
// Extend ImGuiInputSource
|
||||
enum ImGuiInputSourcePrivate_
|
||||
{
|
||||
ImGuiInputSource_None = 0,
|
||||
ImGuiInputSource_Mouse,
|
||||
ImGuiInputSource_Keyboard,
|
||||
ImGuiInputSource_Gamepad,
|
||||
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
|
||||
ImGuiInputSource_Clipboard, // Currently only used by InputText()
|
||||
ImGuiInputSource_Clipboard = ImGuiInputSource_Gamepad + 1, // Currently only used by InputText()
|
||||
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
|
||||
ImGuiInputSource_COUNT
|
||||
};
|
||||
|
||||
@ -928,7 +925,7 @@ enum ImGuiInputSource
|
||||
struct ImGuiInputEventMousePos { float PosX, PosY; };
|
||||
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
|
||||
struct ImGuiInputEventMouseButton { int Button; bool Down; };
|
||||
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; };
|
||||
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
|
||||
struct ImGuiInputEventKeyMods { ImGuiKeyModFlags Mods; };
|
||||
struct ImGuiInputEventText { unsigned int Char; };
|
||||
struct ImGuiInputEventAppFocused { bool Focused; };
|
||||
@ -2640,6 +2637,7 @@ namespace ImGui
|
||||
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
|
||||
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
|
||||
inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
|
||||
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
|
||||
IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);
|
||||
IMGUI_API void SetItemUsingMouseWheel();
|
||||
IMGUI_API void SetActiveIdUsingNavAndKeys();
|
||||
|
Loading…
Reference in New Issue
Block a user