IO: actually fixed adding events from inactive context (#6199, #6256, #4921, #5856)

This commit is contained in:
cfillion 2023-03-18 19:12:45 -04:00 committed by ocornut
parent cac76b2754
commit 7269498ecc
2 changed files with 11 additions and 6 deletions

View File

@ -46,6 +46,8 @@ Other changes:
be desirable to take advantage of this trick. (#4714)
- Drag, Sliders: Fixed parsing of text input when '+' or '#' format flags are used
in the format string. (#6259) [@idbrii]
- IO: Fixed support for calling io.AddXXXX functions fron inactive context (wrongly
advertised as supported in 1.89.4). (#6199, #6256, #5856) [@cfillion]
- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,

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@ -1349,9 +1349,9 @@ void ImGuiIO::ClearInputKeys()
MouseWheel = MouseWheelH = 0.0f;
}
static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
{
ImGuiContext& g = *GImGui;
ImGuiContext& g = *ctx;
for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
{
ImGuiInputEvent* e = &g.InputEventsQueue[n];
@ -1393,8 +1393,11 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
BackendUsingLegacyNavInputArray = false;
// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
ImGuiContext* prev_ctx = GImGui;
ImGui::SetCurrentContext(Ctx);
const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
ImGui::SetCurrentContext(prev_ctx);
const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
if (latest_key_down == down && latest_key_analog == analog_value)
@ -1460,7 +1463,7 @@ void ImGuiIO::AddMousePosEvent(float x, float y)
ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
if (latest_pos.x == pos.x && latest_pos.y == pos.y)
return;
@ -1482,7 +1485,7 @@ void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
return;
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
if (latest_button_down == down)
return;
@ -1519,7 +1522,7 @@ void ImGuiIO::AddFocusEvent(bool focused)
ImGuiContext& g = *Ctx;
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
if (latest_focused == focused)
return;