mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-12 02:00:58 +01:00
This commit is contained in:
parent
5ea47d9560
commit
62d6be3747
@ -544,16 +544,16 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
GLFWgamepadstate gamepad;
|
||||
if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0, ImGuiInputSource_Gamepad); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v), ImGuiInputSource_Gamepad); } while (0)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#else
|
||||
int axes_count = 0, buttons_count = 0;
|
||||
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
|
||||
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
|
||||
if (axes_count == 0 || buttons_count == 0)
|
||||
return;
|
||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS), ImGuiInputSource_Gamepad); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v), ImGuiInputSource_Gamepad); } while (0)
|
||||
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
|
||||
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
|
||||
#endif
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7);
|
||||
|
@ -505,8 +505,8 @@ static void ImGui_ImplOSX_UpdateGamepads()
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed, ImGuiInputSource_Gamepad); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn, ImGuiInputSource_Gamepad); }
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const float thumb_dead_zone = 0.0f;
|
||||
if (@available(macOS 10.15, *))
|
||||
{
|
||||
|
@ -478,8 +478,8 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
|
||||
// Update gamepad inputs
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0, ImGuiInputSource_Gamepad); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn, ImGuiInputSource_Gamepad); }
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
|
||||
|
@ -298,8 +298,8 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
|
||||
|
||||
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0, ImGuiInputSource_Gamepad); }
|
||||
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn), ImGuiInputSource_Gamepad); }
|
||||
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
|
||||
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
|
||||
|
@ -1258,7 +1258,7 @@ void ImGuiIO::ClearInputKeys()
|
||||
// - 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)
|
||||
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
|
||||
{
|
||||
//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)
|
||||
@ -1266,7 +1266,6 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value, ImG
|
||||
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
|
||||
@ -1281,16 +1280,16 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value, ImG
|
||||
|
||||
ImGuiInputEvent e;
|
||||
e.Type = ImGuiInputEventType_Key;
|
||||
e.Source = input_source;
|
||||
e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
|
||||
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)
|
||||
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
|
||||
{
|
||||
AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f, input_source);
|
||||
AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
|
||||
}
|
||||
|
||||
// [Optional] Call after AddKeyEvent().
|
||||
|
33
imgui.h
33
imgui.h
@ -171,7 +171,6 @@ 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
|
||||
@ -1890,14 +1889,6 @@ struct ImGuiKeyData
|
||||
float AnalogValue; // 0.0f..1.0f for gamepad values
|
||||
};
|
||||
|
||||
enum ImGuiInputSource_
|
||||
{
|
||||
ImGuiInputSource_None = 0,
|
||||
ImGuiInputSource_Mouse,
|
||||
ImGuiInputSource_Keyboard,
|
||||
ImGuiInputSource_Gamepad
|
||||
};
|
||||
|
||||
struct ImGuiIO
|
||||
{
|
||||
//------------------------------------------------------------------
|
||||
@ -1966,19 +1957,19 @@ struct ImGuiIO
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// Input Functions
|
||||
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 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 AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // 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
|
||||
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
|
||||
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
|
||||
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
@ -912,10 +912,13 @@ enum ImGuiInputEventType
|
||||
ImGuiInputEventType_COUNT
|
||||
};
|
||||
|
||||
// Extend ImGuiInputSource
|
||||
enum ImGuiInputSourcePrivate_
|
||||
enum ImGuiInputSource
|
||||
{
|
||||
ImGuiInputSource_Clipboard = ImGuiInputSource_Gamepad + 1, // Currently only used by InputText()
|
||||
ImGuiInputSource_None = 0,
|
||||
ImGuiInputSource_Mouse,
|
||||
ImGuiInputSource_Keyboard,
|
||||
ImGuiInputSource_Gamepad,
|
||||
ImGuiInputSource_Clipboard, // Currently only used by InputText()
|
||||
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
|
||||
ImGuiInputSource_COUNT
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user