(Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921)
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parent
6f287dd16d
commit
738d6db3e6
39
imgui.cpp
39
imgui.cpp
@ -1541,13 +1541,15 @@ void ImGuiIO::ClearEventsQueue()
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// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
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void ImGuiIO::ClearInputKeys()
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{
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for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
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ImGuiContext& g = *Ctx;
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for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++)
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{
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if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET)))
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if (ImGui::IsMouseKey((ImGuiKey)key))
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continue;
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KeysData[n].Down = false;
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KeysData[n].DownDuration = -1.0f;
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KeysData[n].DownDurationPrev = -1.0f;
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ImGuiKeyData* key_data = &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN];
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key_data->Down = false;
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key_data->DownDuration = -1.0f;
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key_data->DownDurationPrev = -1.0f;
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}
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KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
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KeyMods = ImGuiMod_None;
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@ -1558,7 +1560,7 @@ void ImGuiIO::ClearInputMouse()
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{
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for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1))
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{
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ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_KeysData_OFFSET];
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ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_NamedKey_BEGIN];
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key_data->Down = false;
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key_data->DownDuration = -1.0f;
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key_data->DownDurationPrev = -1.0f;
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@ -8908,7 +8910,7 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
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key = ConvertSingleModFlagToKey(key);
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IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
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return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
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return &g.IO.KeysData[key - ImGuiKey_NamedKey_BEGIN];
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}
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// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
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@ -9609,22 +9611,21 @@ static void ImGui::UpdateKeyboardInputs()
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// Clear gamepad data if disabled
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if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
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for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
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for (int key = ImGuiKey_Gamepad_BEGIN; key < ImGuiKey_Gamepad_END; key++)
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{
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io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
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io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
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io.KeysData[key - ImGuiKey_NamedKey_BEGIN].Down = false;
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io.KeysData[key - ImGuiKey_NamedKey_BEGIN].AnalogValue = 0.0f;
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}
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// Update keys
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for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
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for (int key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key++)
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{
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ImGuiKeyData* key_data = &io.KeysData[i];
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ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN];
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key_data->DownDurationPrev = key_data->DownDuration;
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key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
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if (key_data->DownDuration == 0.0f)
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{
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ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i);
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if (IsKeyboardKey(key))
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if (IsKeyboardKey((ImGuiKey)key))
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g.LastKeyboardKeyPressTime = g.Time;
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else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper)
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g.LastKeyboardKeyPressTime = g.Time;
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@ -9634,7 +9635,7 @@ static void ImGui::UpdateKeyboardInputs()
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// Update keys/input owner (named keys only): one entry per key
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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{
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ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
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ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_NamedKey_BEGIN];
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ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
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owner_data->OwnerCurr = owner_data->OwnerNext;
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if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
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@ -9920,7 +9921,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = 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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ImBitArray<ImGuiKey_NamedKey_COUNT> key_changed_mask;
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int event_n = 0;
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for (; event_n < g.InputEventsQueue.Size; event_n++)
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@ -15602,9 +15603,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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{
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// User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
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Indent();
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Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
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Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
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Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
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Text("Keys down:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
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Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
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Text("Keys released:"); for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
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Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
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DebugRenderKeyboardPreview(GetWindowDrawList());
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6
imgui.h
6
imgui.h
@ -1533,8 +1533,8 @@ enum ImGuiKey : int
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ImGuiKey_NamedKey_BEGIN = 512,
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ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
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ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
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ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
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ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
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//ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
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//ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_NamedKey_BEGIN) index.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
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@ -2380,7 +2380,7 @@ struct ImGuiIO
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// Other state maintained from data above + IO function calls
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ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. Read-only, updated by NewFrame()
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ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
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ImGuiKeyData KeysData[ImGuiKey_NamedKey_COUNT];// Key state for all known keys. Use IsKeyXXX() functions to access this.
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bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
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ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
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ImVec2 MouseClickedPos[5]; // Position at time of clicking
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