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@@ -1357,8 +1357,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
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// Build native->imgui map so old user code can still call key functions with native 0..511 values.
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// Build native->imgui map so old user code can still call key functions with native 0..511 values.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
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const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
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- if (ImGui::IsLegacyKey(legacy_key))
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- KeyMap[legacy_key] = key;
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+ if (!ImGui::IsLegacyKey(legacy_key))
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+ return;
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+ KeyMap[legacy_key] = key;
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+ KeyMap[key] = legacy_key;
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#else
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#else
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IM_UNUSED(key);
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IM_UNUSED(key);
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IM_UNUSED(native_legacy_index);
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IM_UNUSED(native_legacy_index);
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@@ -2648,6 +2650,7 @@ bool ImGuiListClipper::Step()
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiWindow* window = g.CurrentWindow;
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ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
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ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
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+ IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
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ImGuiTable* table = g.CurrentTable;
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ImGuiTable* table = g.CurrentTable;
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if (table && table->IsInsideRow)
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if (table && table->IsInsideRow)
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@@ -4094,9 +4097,9 @@ static void ImGui::UpdateKeyboardInputs()
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (io.BackendUsingLegacyKeyArrays == 0)
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if (io.BackendUsingLegacyKeyArrays == 0)
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{
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{
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- // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too.
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- for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
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- IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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+ // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
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+ for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
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+ IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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}
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}
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else
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else
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{
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{
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@@ -4119,6 +4122,8 @@ static void ImGui::UpdateKeyboardInputs()
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const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
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const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
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IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
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IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
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io.KeysData[key].Down = io.KeysDown[n];
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io.KeysData[key].Down = io.KeysDown[n];
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+ if (key != n)
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+ io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
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io.BackendUsingLegacyKeyArrays = 1;
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io.BackendUsingLegacyKeyArrays = 1;
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}
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}
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if (io.BackendUsingLegacyKeyArrays == 1)
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if (io.BackendUsingLegacyKeyArrays == 1)
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@@ -8391,8 +8396,18 @@ static const char* GetInputSourceName(ImGuiInputSource source)
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return input_source_names[source];
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return input_source_names[source];
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}
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}
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+/*static void DebugLogInputEvent(const char* prefix, const ImGuiInputEvent* e)
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+{
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+ if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
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+ if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
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+ if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
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+ if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
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+ if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
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+ if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
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+}*/
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// Process input queue
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// Process input queue
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+// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
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// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
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// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
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// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
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// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
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void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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@@ -8400,7 +8415,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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ImGuiIO& io = g.IO;
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- bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false;
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+ // Only trickle chars<>key when working with InputText()
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+ // FIXME: InputText() could parse event trail?
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+ // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
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+ const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
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+
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+ bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
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int mouse_button_changed = 0x00;
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int mouse_button_changed = 0x00;
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ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
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ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
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@@ -8416,7 +8436,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
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if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
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{
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{
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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- if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed))
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+ if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
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break;
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break;
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io.MousePos = event_pos;
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io.MousePos = event_pos;
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mouse_moved = true;
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mouse_moved = true;
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@@ -8460,7 +8480,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
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if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
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{
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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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// Trickling Rule: Stop processing queued events if we got multiple action on the same button
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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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+ if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))
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break;
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break;
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keydata->Down = e->Key.Down;
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keydata->Down = e->Key.Down;
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keydata->AnalogValue = e->Key.AnalogValue;
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keydata->AnalogValue = e->Key.AnalogValue;
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@@ -8475,16 +8495,24 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
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if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
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io.KeyMods = GetMergedKeyModFlags();
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io.KeyMods = GetMergedKeyModFlags();
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}
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}
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+
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+ // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
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+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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+ io.KeysDown[key] = keydata->Down;
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+ if (io.KeyMap[key] != -1)
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+ io.KeysDown[io.KeyMap[key]] = keydata->Down;
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+#endif
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}
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}
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}
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}
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else if (e->Type == ImGuiInputEventType_Text)
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else if (e->Type == ImGuiInputEventType_Text)
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{
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{
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// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
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// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
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- if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
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+ if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
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break;
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break;
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unsigned int c = e->Text.Char;
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unsigned int c = e->Text.Char;
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io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
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io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
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- text_inputed = true;
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+ if (trickle_interleaved_keys_and_text)
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+ text_inputted = true;
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}
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}
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else if (e->Type == ImGuiInputEventType_Focus)
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else if (e->Type == ImGuiInputEventType_Focus)
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{
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{
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@@ -8503,6 +8531,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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for (int n = 0; n < event_n; 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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g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
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+ // [DEBUG]
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+ /*if (event_n != 0)
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+ for (int n = 0; n < g.InputEventsQueue.Size; n++)
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+ DebugLogInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/
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+
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// Remaining events will be processed on the next frame
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// Remaining events will be processed on the next frame
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if (event_n == g.InputEventsQueue.Size)
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if (event_n == g.InputEventsQueue.Size)
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g.InputEventsQueue.resize(0);
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g.InputEventsQueue.resize(0);
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@@ -8567,7 +8600,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
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IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
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IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
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- IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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+ IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
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// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
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