mirror of https://github.com/ocornut/imgui
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@ -46,6 +46,8 @@ Other changes:
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be desirable to take advantage of this trick. (#4714)
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- Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used
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in the format string. (#6259) [@idbrii]
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- IO: Fixed support for calling io.AddXXXX functions fron inactive context (wrongly
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advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
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- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
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- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
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- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
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15
imgui.cpp
15
imgui.cpp
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@ -1349,9 +1349,9 @@ void ImGuiIO::ClearInputKeys()
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MouseWheel = MouseWheelH = 0.0f;
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}
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static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
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static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
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{
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ImGuiContext& g = *GImGui;
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ImGuiContext& g = *ctx;
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for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
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{
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ImGuiInputEvent* e = &g.InputEventsQueue[n];
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@ -1393,8 +1393,11 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
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BackendUsingLegacyNavInputArray = false;
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// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
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ImGuiContext* prev_ctx = GImGui;
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ImGui::SetCurrentContext(Ctx);
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const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
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ImGui::SetCurrentContext(prev_ctx);
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const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
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const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
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if (latest_key_down == down && latest_key_analog == analog_value)
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@ -1460,7 +1463,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
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ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
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const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
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if (latest_pos.x == pos.x && latest_pos.y == pos.y)
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return;
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@ -1482,7 +1485,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
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return;
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
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const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
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if (latest_button_down == down)
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return;
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@ -1519,7 +1522,7 @@ void ImGuiIO::AddFocusEvent(bool focused)
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ImGuiContext& g = *Ctx;
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// Filter duplicate
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
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const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
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const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
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if (latest_focused == focused)
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return;
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