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IO: added AddKeyAnalogEvent() and support for ImGuiKey_GamepadXXXX. (#4858, #787)

ocornut 3 years ago
parent
commit
f33bb99821
5 changed files with 143 additions and 54 deletions
  1. 6 0
      docs/CHANGELOG.txt
  2. 74 30
      imgui.cpp
  3. 54 13
      imgui.h
  4. 2 2
      imgui_demo.cpp
  5. 7 9
      imgui_internal.h

+ 6 - 0
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]

+ 74 - 30
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 (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;
+    if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false)
+    {
+        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)

+ 54 - 13
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<ImWchar> InputQueueCharacters;         // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
 

+ 2 - 2
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.

+ 7 - 9
imgui_internal.h

@@ -912,14 +912,11 @@ enum ImGuiInputEventType
     ImGuiInputEventType_COUNT
 };
 
-enum ImGuiInputSource
-{
-    ImGuiInputSource_None = 0,
-    ImGuiInputSource_Mouse,
-    ImGuiInputSource_Keyboard,
-    ImGuiInputSource_Gamepad,
-    ImGuiInputSource_Nav,               // Stored in g.ActiveIdSource only
-    ImGuiInputSource_Clipboard,         // Currently only used by InputText()
+// Extend ImGuiInputSource
+enum ImGuiInputSourcePrivate_
+{
+    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();