diff --git a/backends/imgui_impl_osx.mm b/backends/imgui_impl_osx.mm index 521f2ffe7..dc1bb3f9d 100644 --- a/backends/imgui_impl_osx.mm +++ b/backends/imgui_impl_osx.mm @@ -650,7 +650,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) wheel_dx = [event deltaX]; wheel_dy = [event deltaY]; } - if (wheel_dx != 0.0 || wheel_dx != 0.0) + if (wheel_dx != 0.0 || wheel_dy != 0.0) io.AddMouseWheelEvent((float)wheel_dx * 0.1f, (float)wheel_dy * 0.1f); return io.WantCaptureMouse; diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 6a0ee15c3..a11c8c12b 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -106,6 +106,18 @@ Breaking changes: Other Changes: +- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858) + - Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends). + - Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends). + - Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete. +- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially + when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements. + In particular, using the input system for fast game-like actions (e.g. WASD camera move) would + typically have been impacted, as well as holding a key while dragging mouse. Constraints have + been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858) + Not that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can + technically dynamically change its setting based on the context (e.g. disable only when hovering + or interacting with a game/3D view). - Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822) - IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the diff --git a/imgui.cpp b/imgui.cpp index efddfecbf..20774780a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1357,8 +1357,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native // Build native->imgui map so old user code can still call key functions with native 0..511 values. #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; - if (ImGui::IsLegacyKey(legacy_key)) - KeyMap[legacy_key] = key; + if (!ImGui::IsLegacyKey(legacy_key)) + return; + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; #else IM_UNUSED(key); IM_UNUSED(native_legacy_index); @@ -2648,6 +2650,7 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); ImGuiTable* table = g.CurrentTable; if (table && table->IsInsideRow) @@ -4094,9 +4097,9 @@ static void ImGui::UpdateKeyboardInputs() #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO if (io.BackendUsingLegacyKeyArrays == 0) { - // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too. - for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++) - IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. + for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); } else { @@ -4119,6 +4122,8 @@ static void ImGui::UpdateKeyboardInputs() const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); io.KeysData[key].Down = io.KeysDown[n]; + if (key != n) + io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends io.BackendUsingLegacyKeyArrays = 1; } if (io.BackendUsingLegacyKeyArrays == 1) @@ -8391,8 +8396,18 @@ static const char* GetInputSourceName(ImGuiInputSource source) return input_source_names[source]; } +/*static void DebugLogInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + if (e->Type == ImGuiInputEventType_MousePos) { IMGUI_DEBUG_LOG("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; } + 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; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +}*/ // Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. // - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) // - 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) void ImGui::UpdateInputEvents(bool trickle_fast_inputs) @@ -8400,7 +8415,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; - bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false; + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; int mouse_button_changed = 0x00; ImBitArray key_changed_mask; @@ -8416,7 +8436,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) { // Trickling Rule: Stop processing queued events if we already handled a mouse button change - if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed)) + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) break; io.MousePos = event_pos; mouse_moved = true; @@ -8460,7 +8480,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) 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 - if (trickle_fast_inputs && keydata->Down != e->Key.Down && (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_inputted || mouse_button_changed != 0)) break; keydata->Down = e->Key.Down; keydata->AnalogValue = e->Key.AnalogValue; @@ -8475,16 +8495,24 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; } io.KeyMods = GetMergedKeyModFlags(); } + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key] = keydata->Down; + if (io.KeyMap[key] != -1) + io.KeysDown[io.KeyMap[key]] = keydata->Down; +#endif } } else if (e->Type == ImGuiInputEventType_Text) { // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with - if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) break; unsigned int c = e->Text.Char; io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); - text_inputed = true; + if (trickle_interleaved_keys_and_text) + text_inputted = true; } else if (e->Type == ImGuiInputEventType_Focus) { @@ -8503,6 +8531,11 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) for (int n = 0; n < event_n; n++) g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + // [DEBUG] + /*if (event_n != 0) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugLogInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/ + // Remaining events will be processed on the next frame if (event_n == g.InputEventsQueue.Size) g.InputEventsQueue.resize(0); @@ -8567,7 +8600,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) diff --git a/imgui.h b/imgui.h index 9443406d2..f75815a53 100644 --- a/imgui.h +++ b/imgui.h @@ -65,7 +65,7 @@ Index of this file: // 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) #define IMGUI_VERSION "1.88 WIP" -#define IMGUI_VERSION_NUM 18707 +#define IMGUI_VERSION_NUM 18709 #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_VIEWPORT // Viewport WIP branch @@ -1484,7 +1484,7 @@ enum ImGuiKey_ ImGuiKey_GamepadRStickLeft, // [Analog] ImGuiKey_GamepadRStickRight, // [Analog] - // Keyboard Modifiers + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. // - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those @@ -1492,11 +1492,9 @@ enum ImGuiKey_ // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... - ImGuiKey_ModCtrl, - ImGuiKey_ModShift, - ImGuiKey_ModAlt, - ImGuiKey_ModSuper, + ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper, + // End of list ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. @@ -1982,13 +1980,13 @@ struct ImGuiKeyData struct ImGuiIO { //------------------------------------------------------------------ - // Configuration (fill once) // Default value + // Configuration // Default value //------------------------------------------------------------------ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). @@ -2099,7 +2097,7 @@ struct ImGuiIO // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. - bool KeysDown[512]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). + bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. #endif //------------------------------------------------------------------ @@ -2133,7 +2131,7 @@ struct ImGuiIO ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. bool MouseReleased[5]; // Mouse button went from Down to !Down bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. - bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) float MouseDownDurationPrev[5]; // Previous time the mouse button has been down ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 81a9bbbc7..7103520dd 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -5739,12 +5739,18 @@ static void ShowDemoWindowMisc() ImGuiIO& io = ImGui::GetIO(); // Display ImGuiIO output flags - ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); - ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); - ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); - ImGui::Text("WantTextInput: %d", io.WantTextInput); - ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); - ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Output")) + { + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + ImGui::TreePop(); + } // Display Mouse state IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State"); @@ -5777,6 +5783,7 @@ static void ShowDemoWindowMisc() #else struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array const ImGuiKey key_first = 0; + //ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } #endif ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }