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mirror of https://github.com/ocornut/imgui.git synced 2024-11-28 01:20:55 +01:00

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

This commit is contained in:
ocornut 2022-01-19 13:14:40 +01:00
parent 6e63fcaca3
commit f33bb99821
5 changed files with 141 additions and 52 deletions

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@ -76,6 +76,10 @@ Breaking Changes:
- Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456) - 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.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) - 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) - Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
- Backends: GLFW: backend now uses glfwSetCursorPosCallback(). - Backends: GLFW: backend now uses glfwSetCursorPosCallback().
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you. - 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] - 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 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) 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, - 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) 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] - Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]

102
imgui.cpp
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@ -346,27 +346,26 @@ CODE
- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - 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. - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- Keyboard: - Keyboard:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls. - 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 - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
will be set. For more advanced uses, you may want to read from: 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.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). - 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. - 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. Please reach out if you think the game vs navigation input sharing could be improved.
- Gamepad: - Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
Note that io.NavInputs[] is cleared by EndFrame(). For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: 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.).
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls.
- We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - 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!
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.).
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - 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 - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
- Mouse: - 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. - 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. - 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. 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. 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. 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). - 2022/01/19 (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. - 2022/01/17 (1.87) - inputs: reworked mouse IO.
- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() - 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(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
BackendUsingLegacyKeyArrays = (ImS8)-1; BackendUsingLegacyKeyArrays = (ImS8)-1;
BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
} }
// Pass in translated ASCII characters for text input. // Pass in translated ASCII characters for text input.
@ -1253,9 +1255,10 @@ void ImGuiIO::ClearInputKeys()
} }
// Queue a new key down/up event. // 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) // - 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. // - bool down: Is the key down? use false to signify a key release.
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) // - 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 (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) if (key == ImGuiKey_None)
@ -1263,6 +1266,7 @@ void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context."); 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(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. // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO #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!"); 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; BackendUsingLegacyKeyArrays = 0;
#endif #endif
if (ImGui::IsGamepadKey(key))
BackendUsingLegacyNavInputArray = false;
ImGuiInputEvent e; ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Key; e.Type = ImGuiInputEventType_Key;
e.Source = ImGuiInputSource_Keyboard; e.Source = input_source;
e.Key.Key = key; e.Key.Key = key;
e.Key.Down = down; e.Key.Down = down;
e.Key.AnalogValue = analog_value;
g.InputEventsQueue.push_back(e); 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(). // [Optional] Call after AddKeyEvent().
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. // 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. // 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) if (id)
{ {
g.ActiveIdIsAlive = 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 // Clear declaration of inputs claimed by the widget
@ -3936,6 +3948,14 @@ static void ImGui::UpdateKeyboardInputs()
} }
#endif #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 // Update keys
for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) 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", "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", "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)); IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
const char* ImGui::GetKeyName(ImGuiKey key) const char* ImGui::GetKeyName(ImGuiKey key)
{ {
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO #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 #else
if (IsLegacyKey(key)) if (IsLegacyKey(key))
{ {
@ -7782,12 +7807,13 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
IM_ASSERT(e->Key.Key != ImGuiKey_None); IM_ASSERT(e->Key.Key != ImGuiKey_None);
const int keydata_index = (e->Key.Key - ImGuiKey_KeysData_OFFSET); const int keydata_index = (e->Key.Key - ImGuiKey_KeysData_OFFSET);
ImGuiKeyData* keydata = &io.KeysData[keydata_index]; 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 // 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; break;
keydata->Down = e->Key.Down; keydata->Down = e->Key.Down;
keydata->AnalogValue = e->Key.AnalogValue;
key_changed = true; key_changed = true;
key_changed_mask.SetBit(keydata_index); 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) // 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++) for (int n = 0; n < event_n; n++)
g.InputEventsTrail.push_back(g.InputEventsQueue[n]); g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
@ -9986,18 +10013,35 @@ static void ImGui::NavUpdate()
io.WantSetMousePos = false; 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); //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) // 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; const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false)
{ {
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 for (int n = 0; n < ImGuiNavInput_COUNT; n++)
|| io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) 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!");
g.NavInputSource = ImGuiInputSource_Gamepad; #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 // Update Keyboard->Nav inputs mapping
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (nav_keyboard_active) 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) #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)

67
imgui.h
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@ -65,7 +65,7 @@ Index of this file:
// Version // 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) // (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 "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_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE #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 ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier 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 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 ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
@ -1392,7 +1393,34 @@ enum ImGuiKey_
ImGuiKey_KeypadAdd, ImGuiKey_KeypadAdd,
ImGuiKey_KeypadEnter, ImGuiKey_KeypadEnter,
ImGuiKey_KeypadEqual, 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. // 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) // 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, ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO #ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys 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 #else
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys 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 #endif
ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87 , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87
@ -1857,6 +1887,15 @@ struct ImGuiKeyData
bool Down; // True for if key is down 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 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 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 struct ImGuiIO
@ -1927,15 +1966,16 @@ struct ImGuiIO
//------------------------------------------------------------------ //------------------------------------------------------------------
// Input Functions // 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 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 AddKeyModsEvent(ImGuiKeyModFlags modifiers);// Queue a change of Ctrl/Shift/Alt/Super modifiers 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 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 AddKeyModsEvent(ImGuiKeyModFlags modifiers); // Queue a change of Ctrl/Shift/Alt/Super modifiers
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change 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 AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
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 AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input 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 AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string 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 ClearInputCharacters(); // [Internal] Clear the text input buffer manually
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys 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. 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; bool AppFocusLost;
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] 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() ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.

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@ -5693,8 +5693,8 @@ static void ShowDemoWindowMisc()
} }
// Display Keyboard/Mouse state // Display Keyboard/Mouse state
IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard & Navigation State"); IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");
if (ImGui::TreeNode("Keyboard & 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. // 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. // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.

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@ -912,14 +912,11 @@ enum ImGuiInputEventType
ImGuiInputEventType_COUNT ImGuiInputEventType_COUNT
}; };
enum ImGuiInputSource // Extend ImGuiInputSource
enum ImGuiInputSourcePrivate_
{ {
ImGuiInputSource_None = 0, ImGuiInputSource_Clipboard = ImGuiInputSource_Gamepad + 1, // Currently only used by InputText()
ImGuiInputSource_Mouse, ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
ImGuiInputSource_Keyboard,
ImGuiInputSource_Gamepad,
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
ImGuiInputSource_Clipboard, // Currently only used by InputText()
ImGuiInputSource_COUNT ImGuiInputSource_COUNT
}; };
@ -928,7 +925,7 @@ enum ImGuiInputSource
struct ImGuiInputEventMousePos { float PosX, PosY; }; struct ImGuiInputEventMousePos { float PosX, PosY; };
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
struct ImGuiInputEventMouseButton { int Button; bool Down; }; 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 ImGuiInputEventKeyMods { ImGuiKeyModFlags Mods; };
struct ImGuiInputEventText { unsigned int Char; }; struct ImGuiInputEventText { unsigned int Char; };
struct ImGuiInputEventAppFocused { bool Focused; }; struct ImGuiInputEventAppFocused { bool Focused; };
@ -2640,6 +2637,7 @@ namespace ImGui
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. // 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 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 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 ImGuiKeyData* GetKeyData(ImGuiKey key);
IMGUI_API void SetItemUsingMouseWheel(); IMGUI_API void SetItemUsingMouseWheel();
IMGUI_API void SetActiveIdUsingNavAndKeys(); IMGUI_API void SetActiveIdUsingNavAndKeys();