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Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997)

Backends: Win32: Refactor ImGui_ImplWin32_KeyEventToImGuiKey() logic.
Ref #7672
ocornut 1 year ago
parent
commit
cfae5ac71b

+ 2 - 1
backends/imgui_impl_allegro5.cpp

@@ -310,7 +310,8 @@ static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
 }
 #endif
 
-static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
 {
     switch (key_code)
     {

+ 7 - 3
backends/imgui_impl_glfw.cpp

@@ -185,9 +185,12 @@ static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
 }
 
 // Functions
-static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
+
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
 {
-    switch (key)
+    IM_UNUSED(scancode);
+    switch (keycode)
     {
         case GLFW_KEY_TAB: return ImGuiKey_Tab;
         case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
@@ -355,6 +358,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
     io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
 }
 
+// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
 static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
 {
 #if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
@@ -402,7 +406,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
     keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
 
     ImGuiIO& io = ImGui::GetIO();
-    ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
+    ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
     io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
     io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
 }

+ 3 - 1
backends/imgui_impl_osx.mm

@@ -259,7 +259,9 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
 @end
 
 // Functions
-static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
+
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
 {
     switch (key_code)
     {

+ 2 - 1
backends/imgui_impl_sdl2.cpp

@@ -180,7 +180,8 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
     }
 }
 
-static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
 {
     IM_UNUSED(scancode);
     switch (keycode)

+ 2 - 1
backends/imgui_impl_sdl3.cpp

@@ -159,7 +159,8 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
     }
 }
 
-static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
 {
     // Keypad doesn't have individual key values in SDL3
     switch (scancode)

+ 9 - 11
backends/imgui_impl_win32.cpp

@@ -419,12 +419,14 @@ void    ImGui_ImplWin32_NewFrame()
     ImGui_ImplWin32_UpdateGamepads();
 }
 
-// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
-#define IM_VK_KEYPAD_ENTER      (VK_RETURN + 256)
-
 // Map VK_xxx to ImGuiKey_xxx.
-static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
+// Not static to allow third-party code to use that if they want to (but undocumented)
+ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
 {
+    // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
+    if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
+        return ImGuiKey_KeypadEnter;
+
     switch (wParam)
     {
         case VK_TAB: return ImGuiKey_Tab;
@@ -473,7 +475,6 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
         case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
         case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
         case VK_ADD: return ImGuiKey_KeypadAdd;
-        case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
         case VK_LSHIFT: return ImGuiKey_LeftShift;
         case VK_LCONTROL: return ImGuiKey_LeftCtrl;
         case VK_LMENU: return ImGuiKey_LeftAlt;
@@ -692,12 +693,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
             // Submit modifiers
             ImGui_ImplWin32_UpdateKeyModifiers();
 
-            // Obtain virtual key code
-            // (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
-            int vk = (int)wParam;
-            if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
-                vk = IM_VK_KEYPAD_ENTER;
-            const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
+            // Obtain virtual key code and convert to ImGuiKey
+            const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
+            const int vk = (int)wParam;
             const int scancode = (int)LOBYTE(HIWORD(lParam));
 
             // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.