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IO: Fixed input queue trickling of interleaved keys/chars events when InputText() is not active. (#4921, #4858)
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5659db5529
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fa2b318dd6
@ -43,6 +43,14 @@ Other Changes:
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- Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
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- Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
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- Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
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- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially
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when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements.
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In particular, using the input system for fast game-like actions (e.g. WASD camera move) would
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typically have been impacted, as well as holding a key while dragging mouse. Constraints have
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been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858)
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Not that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
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technically dynamically change its setting based on the context (e.g. disable only when hovering
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or interacting with a game/3D view).
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- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the
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clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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31
imgui.cpp
31
imgui.cpp
@ -7799,8 +7799,18 @@ static const char* GetInputSourceName(ImGuiInputSource source)
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return input_source_names[source];
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}
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/*static void DebugLogInputEvent(const char* prefix, const ImGuiInputEvent* e)
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{
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if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
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if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
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if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
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if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
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if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
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}*/
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// Process input queue
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// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
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// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
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// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
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void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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@ -7808,7 +7818,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false;
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// Only trickle chars<>key when working with InputText()
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// FIXME: InputText() could parse event trail?
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// FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
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const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
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bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
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int mouse_button_changed = 0x00;
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ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
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@ -7824,7 +7839,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)
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{
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// Trickling Rule: Stop processing queued events if we already handled a mouse button change
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed))
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
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break;
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io.MousePos = event_pos;
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mouse_moved = true;
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@ -7864,7 +7879,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the same button
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if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0))
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if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))
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break;
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keydata->Down = e->Key.Down;
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keydata->AnalogValue = e->Key.AnalogValue;
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@ -7891,11 +7906,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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else if (e->Type == ImGuiInputEventType_Text)
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{
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// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
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if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
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if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
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break;
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unsigned int c = e->Text.Char;
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io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
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text_inputed = true;
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if (trickle_interleaved_keys_and_text)
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text_inputted = true;
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}
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else if (e->Type == ImGuiInputEventType_Focus)
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{
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@ -7914,6 +7930,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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for (int n = 0; n < event_n; n++)
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g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
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// [DEBUG]
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/*if (event_n != 0)
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for (int n = 0; n < g.InputEventsQueue.Size; n++)
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DebugLogInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/
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// Remaining events will be processed on the next frame
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if (event_n == g.InputEventsQueue.Size)
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g.InputEventsQueue.resize(0);
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2
imgui.h
2
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.88 WIP"
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#define IMGUI_VERSION_NUM 18708
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#define IMGUI_VERSION_NUM 18709
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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