diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index bfbd0ca74..a56140e24 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -70,6 +70,9 @@ Other Changes: - Error recovery: Missing calls to End(), pass the assert, should not lead to crashes or to the fallback Debug window appearing on screen, (#1651). - IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends. +- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! +- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful + for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later. - Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value which is the same as the title bar height. - Demo: "Simple Layout" and "Style Editor" are now using tabs. diff --git a/imgui.cpp b/imgui.cpp index 07e26e0c9..f426d75df 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -363,6 +363,7 @@ CODE When you are not sure about a 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. + - 2019/01/04 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). @@ -1164,22 +1165,23 @@ ImGuiIO::ImGuiIO() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message void ImGuiIO::AddInputCharacter(ImWchar c) { - const int n = ImStrlenW(InputCharacters); - if (n + 1 < IM_ARRAYSIZE(InputCharacters)) - { - InputCharacters[n] = c; - InputCharacters[n+1] = '\0'; - } + InputQueueCharacters.push_back(c); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { - // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more - const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar); - ImWchar wchars[wchars_buf_len]; - ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL); - for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++) - AddInputCharacter(wchars[i]); + while (*utf8_chars != 0) + { + unsigned int c = 0; + utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); + if (c > 0 && c <= 0xFFFF) + InputQueueCharacters.push_back((ImWchar)c); + } +} + +void ImGuiIO::ClearInputCharacters() +{ + InputQueueCharacters.resize(0); } //----------------------------------------------------------------------------- @@ -3713,7 +3715,7 @@ void ImGui::EndFrame() // Clear Input data for next frame g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; - memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); + g.IO.InputQueueCharacters.resize(0); memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); } diff --git a/imgui.h b/imgui.h index eaf2c6405..753382aa3 100644 --- a/imgui.h +++ b/imgui.h @@ -1353,13 +1353,12 @@ struct ImGuiIO bool KeyAlt; // Keyboard modifier pressed: Alt bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). - ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper. float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). // Functions - IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[] - IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string - inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually + IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually //------------------------------------------------------------------ // Output - Retrieve after calling NewFrame() @@ -1399,6 +1398,7 @@ struct ImGuiIO float KeysDownDurationPrev[512]; // Previous duration the key has been down float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 7f6b86e87..618de9bb8 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -3127,7 +3127,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) ImGuiContext& g = *GImGui; - const ImGuiIO& io = g.IO; + ImGuiIO& io = g.IO; const ImGuiStyle& style = g.Style; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; @@ -3312,22 +3312,22 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2 if (edit_state.SelectedAllMouseLock && !io.MouseDown[0]) edit_state.SelectedAllMouseLock = false; - if (io.InputCharacters[0]) + if (io.InputQueueCharacters.Size > 0) { // Process text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if (!ignore_inputs && is_editable && !user_nav_input_start) - for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++) + for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering - unsigned int c = (unsigned int)io.InputCharacters[n]; + unsigned int c = (unsigned int)io.InputQueueCharacters[n]; if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) edit_state.OnKeyPressed((int)c); } // Consume characters - memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters)); + io.InputQueueCharacters.resize(0); } }