diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index dee06e1f..a7fb525a 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -76,6 +76,10 @@ Breaking Changes: - Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456) - io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383) - io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959) +- Reworked IO nav/gamepad input API and unifying inputs sources: (#4858, #787) + - Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with + io.AddKeyEvent(), io.AddKeyAnalogEvent(). + - Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays. - Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625) - Backends: GLFW: backend now uses glfwSetCursorPosCallback(). - If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you. @@ -101,6 +105,8 @@ Other Changes: - IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut] Previously the most common issue case (button presses in low framerates) was handled by backend. This is now handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320) + - New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent(), AddKeyModsEvent(). + - New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent(). - Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857) - Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups] diff --git a/imgui.cpp b/imgui.cpp index 5c00b6a3..a2f0d0f8 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -346,27 +346,26 @@ CODE - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag - will be set. For more advanced uses, you may want to read from: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), + the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). - Note that io.NavInputs[] is cleared by EndFrame(). - - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: - 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - 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.). + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + 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.). + - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls. + - 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! - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - - 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 - to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - 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. - 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. Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. @@ -385,6 +384,8 @@ CODE 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. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. - 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). - 2022/01/17 (1.87) - inputs: reworked mouse IO. - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() @@ -1163,6 +1164,7 @@ ImGuiIO::ImGuiIO() for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. @@ -1253,9 +1255,10 @@ void ImGuiIO::ClearInputKeys() } // Queue a new key down/up event. -// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) -// - bool down: Is the key down? use false to signify a key release. -void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value, ImGuiInputSource input_source) { //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); } if (key == ImGuiKey_None) @@ -1263,6 +1266,7 @@ void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) ImGuiContext& g = *GImGui; IM_ASSERT(&g.IO == this && "Can only add events to current context."); 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. + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Gamepad); // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO @@ -1272,15 +1276,23 @@ void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); BackendUsingLegacyKeyArrays = 0; #endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; ImGuiInputEvent e; e.Type = ImGuiInputEventType_Key; - e.Source = ImGuiInputSource_Keyboard; + e.Source = input_source; e.Key.Key = key; e.Key.Down = down; + e.Key.AnalogValue = analog_value; g.InputEventsQueue.push_back(e); } +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down, ImGuiInputSource input_source) +{ + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f, input_source); +} + // [Optional] Call after AddKeyEvent(). // Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. // 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. @@ -3355,7 +3367,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // Clear declaration of inputs claimed by the widget @@ -3936,6 +3948,14 @@ static void ImGui::UpdateKeyboardInputs() } #endif + // 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 < IM_ARRAYSIZE(io.KeysData); i++) { @@ -7486,14 +7506,19 @@ static const char* const GKeyNames[] = "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" + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight", + "GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight", + "GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight" }; 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."); + IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); #else if (IsLegacyKey(key)) { @@ -7782,12 +7807,13 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) IM_ASSERT(e->Key.Key != ImGuiKey_None); const int keydata_index = (e->Key.Key - ImGuiKey_KeysData_OFFSET); ImGuiKeyData* keydata = &io.KeysData[keydata_index]; - if (keydata->Down != e->Key.Down) + if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) { // Trickling Rule: Stop processing queued events if we got multiple action on the same button - if (trickle_fast_inputs && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0)) + if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0)) break; keydata->Down = e->Key.Down; + keydata->AnalogValue = e->Key.AnalogValue; key_changed = true; key_changed_mask.SetBit(keydata_index); } @@ -7831,6 +7857,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) } // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); for (int n = 0; n < event_n; n++) g.InputEventsTrail.push_back(g.InputEventsQueue[n]); @@ -9986,18 +10013,35 @@ static void ImGui::NavUpdate() io.WantSetMousePos = false; //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); + // Update Gamepad->Nav inputs mapping // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) - // (do it before we map Keyboard input!) - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) + if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false) { - 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 - || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_Gamepad; + for (int n = 0; n < ImGuiNavInput_COUNT; n++) + 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!"); + #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) + NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true); + NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false); + NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false); + NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false); + NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false); + #undef NAV_MAP_KEY } // Update Keyboard->Nav inputs mapping + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (nav_keyboard_active) { #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) diff --git a/imgui.h b/imgui.h index ff8f0da8..a6e44c36 100644 --- a/imgui.h +++ b/imgui.h @@ -65,7 +65,7 @@ Index of this file: // Version // (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) #define IMGUI_VERSION "1.87 WIP" -#define IMGUI_VERSION_NUM 18611 +#define IMGUI_VERSION_NUM 18612 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE @@ -171,6 +171,7 @@ typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier +typedef int ImGuiInputSource; // -> enum ImGuiInputSource_ // Enum: An input source (mouse/keyboard/gamepad) for io.AddKeyEvent() functions typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier @@ -1392,7 +1393,34 @@ enum ImGuiKey_ ImGuiKey_KeypadAdd, ImGuiKey_KeypadEnter, ImGuiKey_KeypadEqual, - ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value + + // Gamepad (some of those are expected to be analog values from 0.0f to 1.0f) ..............// NAVIGATION action + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // -- + 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 InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 46cdf68e..06d7db02 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -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. diff --git a/imgui_internal.h b/imgui_internal.h index c1a02eb9..8424d8b6 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -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();