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		| @@ -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] | ||||
|   | ||||
							
								
								
									
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							| @@ -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) | ||||
|   | ||||
							
								
								
									
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							| @@ -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<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(); | ||||
|   | ||||
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