Nav: Moving all nav inputs to io.NavInputs[] float array, new enum labelled for gamepad. (#323)

This commit is contained in:
ocornut 2016-08-03 23:23:04 +02:00
parent 4ccc87c91d
commit dcff032429
4 changed files with 136 additions and 108 deletions

188
imgui.cpp
View File

@ -873,10 +873,9 @@ ImGuiIO::ImGuiIO()
MousePos = ImVec2(-1,-1);
MousePosPrev = ImVec2(-1,-1);
MouseDragThreshold = 6.0f;
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++)
MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++)
KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
// Set OS X style defaults based on __APPLE__ compile time flag
#ifdef __APPLE__
@ -2378,6 +2377,60 @@ static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIX
return NULL;
}
enum ImGuiNavReadMode
{
ImGuiNavReadMode_Down,
ImGuiNavReadMode_Pressed,
ImGuiNavReadMode_Repeat,
ImGuiNavReadMode_RepeatSlow,
ImGuiNavReadMode_RepeatFast
};
// FIXME-NAVIGATION: Expose navigation repeat delay/rate
static float GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)
{
ImGuiContext& g = *GImGui;
if (mode == ImGuiNavReadMode_Down)
return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
const float t = g.IO.NavInputsDownDuration[n]; // Duration pressed
if (mode == ImGuiNavReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input (we don't need it for Pressed logic)
return (t == 0.0f) ? 1.0f : 0.0f;
if (mode == ImGuiNavReadMode_Repeat)
return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
if (mode == ImGuiNavReadMode_RepeatSlow)
return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
if (mode == ImGuiNavReadMode_RepeatFast)
return (float)ImGui::CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
return 0.0f;
}
// Equivalent of IsKeyDown() for NavInputs[]
static bool IsNavInputDown(ImGuiNavInput n)
{
return GImGui->IO.NavInputs[n] > 0.0f;
}
// Equivalent of IsKeyPressed() for NavInputs[]
static bool IsNavInputPressed(ImGuiNavInput n, ImGuiNavReadMode mode)// = ImGuiNavReadMode_Re)
{
return GetNavInputAmount(n, mode) > 0.0f;
}
static ImVec2 GetNavInputAmount2d(int stick_no, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f)
{
IM_ASSERT(ImGuiNavInput_PadScrollUp == ImGuiNavInput_PadUp + 4);
IM_ASSERT(stick_no >= 0 && stick_no < 2);
ImVec2 delta;
delta.x = GetNavInputAmount(ImGuiNavInput_PadRight + stick_no*4, mode) - GetNavInputAmount(ImGuiNavInput_PadLeft + stick_no*4, mode);
delta.y = GetNavInputAmount(ImGuiNavInput_PadDown + stick_no*4, mode) - GetNavInputAmount(ImGuiNavInput_PadUp + stick_no*4, mode);
if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakSlow))
delta *= slow_factor;
if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_PadTweakFast))
delta *= fast_factor;
return delta;
}
static void NavUpdate()
{
ImGuiContext& g = *GImGui;
@ -2452,7 +2505,7 @@ static void NavUpdate()
}
// Navigation windowing mode (change focus, move/resize window)
if (!g.NavWindowingTarget && IsKeyPressedMap(ImGuiKey_NavMenu, false))
if (!g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_PadMenu, ImGuiNavReadMode_Pressed))
{
ImGuiWindow* window = g.NavWindow;
if (!window)
@ -2467,13 +2520,13 @@ static void NavUpdate()
if (g.NavWindowingTarget)
{
// Visuals only appears after a brief time holding the button, so that a fast tap (to toggle NavLayer) doesn't add visual noise
const float pressed_duration = g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_NavMenu]];
const float pressed_duration = g.IO.NavInputsDownDuration[ImGuiNavInput_PadMenu];
g.NavWindowingDisplayAlpha = ImMax(g.NavWindowingDisplayAlpha, ImSaturate((pressed_duration - 0.20f) / 0.05f));
g.NavWindowingToggleLayer &= (g.NavWindowingDisplayAlpha < 1.0f); // Once button is held long enough we don't consider it a tag-to-toggle-layer press anymore.
// Select window to focus
// FIXME-NAVIGATION: Need to clarify input semantic, naming is misleading/incorrect here.
int focus_change_dir = IsKeyPressedMap(ImGuiKey_NavTweakFaster, true) ? -1 : IsKeyPressedMap(ImGuiKey_NavTweakSlower, true) ? +1 : 0;
const int focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_PadFocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_PadFocusNext, ImGuiNavReadMode_RepeatSlow);
if (focus_change_dir != 0 && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal))
{
const int i_current = FindWindowIndex(g.NavWindowingTarget);
@ -2488,7 +2541,7 @@ static void NavUpdate()
// Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
const ImVec2 move_delta = ImGui::NavGetMovingDir(1);
const ImVec2 move_delta = GetNavInputAmount2d(1, ImGuiNavReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
{
const float move_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
@ -2498,7 +2551,7 @@ static void NavUpdate()
}
}
if (!IsKeyDownMap(ImGuiKey_NavMenu))
if (!IsNavInputDown(ImGuiNavInput_PadMenu))
{
// Apply actual focus only when releasing the NavMenu button (until then the window was merely rendered front-most)
if (g.NavWindowingTarget && !g.NavWindowingToggleLayer && (!g.NavWindow || g.NavWindowingTarget != g.NavWindow->RootNonPopupWindow))
@ -2532,7 +2585,7 @@ static void NavUpdate()
g.IO.NavActive = (g.IO.NavUsable && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitDefaultRequest;
// Process NavCancel input (to close a popup, get back to parent, clear focus)
if (IsKeyPressedMap(ImGuiKey_NavCancel))
if (IsNavInputPressed(ImGuiNavInput_PadCancel, ImGuiNavReadMode_Pressed))
{
if (g.ActiveId != 0)
{
@ -2577,8 +2630,8 @@ static void NavUpdate()
}
}
g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsKeyPressedMap(ImGuiKey_NavActivate)) ? g.NavId : 0;
g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsKeyPressedMap(ImGuiKey_NavInput)) ? g.NavId : 0;
g.NavActivateId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadActivate, ImGuiNavReadMode_Repeat)) ? g.NavId : 0;
g.NavInputId = (g.NavId && !g.NavDisableHighlight && !g.NavWindowingTarget && g.ActiveId == 0 && IsNavInputPressed(ImGuiNavInput_PadInput, ImGuiNavReadMode_Repeat)) ? g.NavId : 0;
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
g.NavActivateId = g.NavInputId = 0;
@ -2591,10 +2644,10 @@ static void NavUpdate()
g.NavMoveDir = ImGuiNavDir_None;
if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
if ((allowed_dir_flags & (1<<ImGuiNavDir_Left)) && IsKeyPressedMap(ImGuiKey_NavLeft, true)) g.NavMoveDir = ImGuiNavDir_Left;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Right)) && IsKeyPressedMap(ImGuiKey_NavRight, true)) g.NavMoveDir = ImGuiNavDir_Right;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Up)) && IsKeyPressedMap(ImGuiKey_NavUp, true)) g.NavMoveDir = ImGuiNavDir_Up;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Down)) && IsKeyPressedMap(ImGuiKey_NavDown, true)) g.NavMoveDir = ImGuiNavDir_Down;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Left)) && IsNavInputPressed(ImGuiNavInput_PadLeft, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiNavDir_Left;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Right)) && IsNavInputPressed(ImGuiNavInput_PadRight, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiNavDir_Right;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Up)) && IsNavInputPressed(ImGuiNavInput_PadUp, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiNavDir_Up;
if ((allowed_dir_flags & (1<<ImGuiNavDir_Down)) && IsNavInputPressed(ImGuiNavInput_PadDown, ImGuiNavReadMode_Repeat)) g.NavMoveDir = ImGuiNavDir_Down;
}
if (g.NavMoveDir != ImGuiNavDir_None)
g.NavMoveRequest = true;
@ -2608,7 +2661,7 @@ static void NavUpdate()
SetWindowScrollY(g.NavWindow, ImFloor(g.NavWindow->Scroll.y + ((g.NavMoveDir == ImGuiNavDir_Up) ? -1.0f : +1.0f) * scroll_speed));
// Manual scroll with NavScrollXXX keys
ImVec2 scroll_dir = ImGui::NavGetMovingDir(1, 1.0f/10.0f, 10.0f);
ImVec2 scroll_dir = GetNavInputAmount2d(1, ImGuiNavReadMode_Down, 1.0f/10.0f, 10.0f);
if (scroll_dir.x != 0.0f && g.NavWindow->ScrollbarX)
{
SetWindowScrollX(g.NavWindow, ImFloor(g.NavWindow->Scroll.x + scroll_dir.x * scroll_speed));
@ -2695,6 +2748,9 @@ void ImGui::NewFrame()
memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
memcpy(g.IO.NavInputsPrev, g.IO.NavInputs, sizeof(g.IO.NavInputs));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
// Update directional navigation which may override MousePos if 'NavMovesMouse=true'
NavUpdate();
@ -3708,20 +3764,23 @@ bool ImGui::IsKeyDown(int key_index)
return GImGui->IO.KeysDown[key_index];
}
int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
{
if (t == 0.0f)
return 1;
if (t <= repeat_delay || repeat_rate <= 0.0f)
return 0;
const int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t_prev - repeat_delay) / repeat_rate);
return (count > 0) ? count : 0;
}
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
{
ImGuiContext& g = *GImGui;
if (key_index < 0) return false;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownDuration[key_index];
if (t == 0.0f)
return 1;
if (t > repeat_delay && repeat_rate > 0.0f)
{
int count = (int)((t - repeat_delay) / repeat_rate) - (int)((t - repeat_delay - g.IO.DeltaTime) / repeat_rate);
return (count > 0) ? count : 0;
}
return 0;
return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
}
bool ImGui::IsKeyPressed(int key_index, bool repeat)
@ -4823,9 +4882,13 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
ImVec2 nav_resize_delta(0.0f, 0.0f);
if (g.NavWindowingTarget == window)
{
const float resize_speed = ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
nav_resize_delta = NavGetMovingDir(0) * resize_speed;
held |= (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f); // For coloring
nav_resize_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_Down);
if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)
{
nav_resize_delta *= ImFloor(600 * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));
g.NavDisableMouseHover = true;
held = true; // For coloring
}
}
ImVec2 size_target(FLT_MAX,FLT_MAX);
@ -6267,13 +6330,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
{
// We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse
hovered = true;
if (!g.NavWindowingTarget && IsKeyDownMap(ImGuiKey_NavActivate))
if (!g.NavWindowingTarget && IsNavInputDown(ImGuiNavInput_PadActivate))
{
// Set active id so it can be queried by user via IsItemActive(), etc. but don't react to it ourselves
g.NavActivateId = g.NavId;
SetActiveID(g.NavId, window);
g.NavActivateId = id;
SetActiveID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiNavDir_Left) | (1 << ImGuiNavDir_Right) | (1 << ImGuiNavDir_Up) | (1 << ImGuiNavDir_Down);
if (IsKeyPressedMap(ImGuiKey_NavActivate, (flags & ImGuiButtonFlags_Repeat) != 0))
if (IsNavInputPressed(ImGuiNavInput_PadActivate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed))
pressed = true;
}
}
@ -6296,7 +6359,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
g.NavDisableHighlight = true;
}
if (g.ActiveId == id && g.ActiveIdSource == ImGuiInputSource_Nav)
if (!IsKeyDownMap(ImGuiKey_NavActivate))
if (!IsNavInputDown(ImGuiNavInput_PadActivate))
SetActiveID(0);
// AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
@ -7136,47 +7199,6 @@ int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
return precision;
}
ImVec2 ImGui::NavGetMovingDir(int stick_no, float slow_factor, float fast_factor)
{
IM_ASSERT(stick_no >= 0 && stick_no < 2);
ImVec2 dir(0.0f, 0.0f);
if (stick_no == 0)
{
if (IsKeyDownMap(ImGuiKey_NavLeft)) dir.x -= 1.0f;
if (IsKeyDownMap(ImGuiKey_NavRight)) dir.x += 1.0f;
if (IsKeyDownMap(ImGuiKey_NavUp)) dir.y -= 1.0f;
if (IsKeyDownMap(ImGuiKey_NavDown)) dir.y += 1.0f;
}
if (stick_no == 1)
{
if (IsKeyDownMap(ImGuiKey_NavScrollLeft)) dir.x -= 1.0f;
if (IsKeyDownMap(ImGuiKey_NavScrollRight)) dir.x += 1.0f;
if (IsKeyDownMap(ImGuiKey_NavScrollUp)) dir.y -= 1.0f;
if (IsKeyDownMap(ImGuiKey_NavScrollDown)) dir.y += 1.0f;
}
if (slow_factor != 0.0f && IsKeyDownMap(ImGuiKey_NavTweakSlower))
dir *= slow_factor;
if (fast_factor != 0.0f && IsKeyDownMap(ImGuiKey_NavTweakFaster))
dir *= fast_factor;
return dir;
}
// Adjustment delta for slider/drag/etc.
// FIXME-NAVIGATION: Accelerate over time? Expose more settings? Handle faster/slower modifiers here instead of widget level?
ImVec2 ImGui::NavGetTweakDelta()
{
ImGuiContext& g = *GImGui;
float repeat_delay = g.IO.KeyRepeatDelay * 0.80f;
float repeat_rate = g.IO.KeyRepeatRate * 0.30f;
ImVec2 delta(0.0f, 0.0f);
if (int count = GetKeyPressedAmount(g.IO.KeyMap[ImGuiKey_NavLeft], repeat_delay, repeat_rate)) delta.x = (float)-count;
if (int count = GetKeyPressedAmount(g.IO.KeyMap[ImGuiKey_NavRight], repeat_delay, repeat_rate)) delta.x = (float)+count;
if (int count = GetKeyPressedAmount(g.IO.KeyMap[ImGuiKey_NavUp], repeat_delay, repeat_rate)) delta.y = (float)-count;
if (int count = GetKeyPressedAmount(g.IO.KeyMap[ImGuiKey_NavDown], repeat_delay, repeat_rate)) delta.y = (float)+count;
return delta;
}
static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
{
static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
@ -7275,15 +7297,15 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
normalized_pos = 1.0f - normalized_pos;
set_new_value = true;
}
else if (g.ActiveIdSource == ImGuiInputSource_Nav && IsKeyDownMap(ImGuiKey_NavActivate))
else if (g.ActiveIdSource == ImGuiInputSource_Nav && IsNavInputDown(ImGuiNavInput_PadActivate))
{
const ImVec2 delta2 = NavGetTweakDelta();
const ImVec2 delta2 = GetNavInputAmount2d(0, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);
if (float delta = is_horizontal ? delta2.x : -delta2.y)
{
normalized_pos = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
if (decimal_precision == 0 && !is_non_linear)
{
if (fabsf(v_max - v_min) <= 100.0f || IsKeyDownMap(ImGuiKey_NavTweakSlower))
if (fabsf(v_max - v_min) <= 100.0f || IsNavInputDown(ImGuiNavInput_PadTweakSlow))
delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (v_max - v_min); // Gamepad/keyboard tweak speeds in integer steps
else
delta /= 100.0f;
@ -7291,10 +7313,10 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
else
{
delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
if (IsKeyDownMap(ImGuiKey_NavTweakSlower))
if (IsNavInputDown(ImGuiNavInput_PadTweakSlow))
delta /= 10.0f;
}
if (IsKeyDownMap(ImGuiKey_NavTweakFaster))
if (IsNavInputDown(ImGuiNavInput_PadTweakFast))
delta *= 10.0f;
normalized_pos = ImSaturate(normalized_pos + delta); // FIXME-NAVIGATION: todo: cancel adjustment if current value already past edge and we are moving in edge direction, to avoid clamping value to edge.
set_new_value = true;
@ -7602,7 +7624,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
// Process clicking on the drag
if (g.ActiveId == id)
{
if (g.IO.MouseDown[0] || IsKeyDownMap(ImGuiKey_NavActivate))
if (g.IO.MouseDown[0] || IsNavInputDown(ImGuiNavInput_PadActivate))
{
if (g.ActiveIdIsJustActivated)
{
@ -7627,11 +7649,7 @@ bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_s
}
if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
adjust_delta = NavGetTweakDelta().x;
if (IsKeyDownMap(ImGuiKey_NavTweakFaster))
adjust_delta *= 10.0f;
if (IsKeyDownMap(ImGuiKey_NavTweakSlower))
adjust_delta /= 10.0f;
adjust_delta = GetNavInputAmount2d(0, ImGuiNavReadMode_RepeatFast, 1.0f/10.0f, 1.0f).x;
}
adjust_delta *= v_speed;
g.DragLastMouseDelta.x = mouse_drag_delta.x;

50
imgui.h
View File

@ -70,6 +70,7 @@ typedef void* ImTextureID; // user data to identify a texture (this is
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiNavInput; // an input identifier for gamepad nav // enum ImGuiNavInput_
typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
@ -437,7 +438,7 @@ namespace ImGui
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int key_index); // "
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, typically 0 or 1 but may be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API bool IsMouseDown(int button); // is mouse button held
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
@ -576,10 +577,10 @@ enum ImGuiSelectableFlags_
enum ImGuiKey_
{
ImGuiKey_Tab, // for tabbing through fields
ImGuiKey_LeftArrow, // for text edit
ImGuiKey_RightArrow,// for text edit
ImGuiKey_UpArrow, // for text edit
ImGuiKey_DownArrow, // for text edit
ImGuiKey_LeftArrow, // for text edit
ImGuiKey_RightArrow,// for text edit
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home, // for text edit
@ -594,27 +595,31 @@ enum ImGuiKey_
ImGuiKey_X, // for text edit CTRL+X: cut
ImGuiKey_Y, // for text edit CTRL+Y: redo
ImGuiKey_Z, // for text edit CTRL+Z: undo
// Inputs for Gamepad/Keyboard navigation. Feed those buttons with the input of either or both peripherals involved.
ImGuiKey_NavActivate, // press button, tweak value // e.g. Space key, Circle button
ImGuiKey_NavCancel, // close menu/popup/child, unselect // e.g. Escape key, Cross button
ImGuiKey_NavInput, // text input // e.g. Enter key, Triangle button
ImGuiKey_NavMenu, // access menu, focus, move, resize // e.g. Square button
ImGuiKey_NavLeft, // e.g. Left arrow, D-Pad left
ImGuiKey_NavRight, // e.g. Right arrow, D-Pad right
ImGuiKey_NavUp, // e.g. Up arrow, D-Pad up
ImGuiKey_NavDown, // e.g. Down arrow, D-Pad down
ImGuiKey_NavScrollLeft, // e.g. Analog left
ImGuiKey_NavScrollRight,// e.g. Analog right
ImGuiKey_NavScrollUp, // e.g. Analog up
ImGuiKey_NavScrollDown, // e.g. Analog down
ImGuiKey_NavTweakFaster,// e.g. Shift key, R-trigger
ImGuiKey_NavTweakSlower,// e.g. Alt key, L-trigger
ImGuiKey_NavLast_,
ImGuiKey_COUNT
};
enum ImGuiNavInput_
{
ImGuiNavInput_PadActivate, // press button, tweak value // e.g. Circle button
ImGuiNavInput_PadCancel, // close menu/popup/child, lose selection // e.g. Cross button
ImGuiNavInput_PadInput, // text input // e.g. Triangle button
ImGuiNavInput_PadMenu, // access menu, focus, move, resize // e.g. Square button
ImGuiNavInput_PadUp, // move up, resize window (with PadMenu held) // e.g. D-pad up/down/left/right
ImGuiNavInput_PadDown, // move down
ImGuiNavInput_PadLeft, // move left
ImGuiNavInput_PadRight, // move right
ImGuiNavInput_PadScrollUp, // scroll up, move window (with PadMenu held) // e.g. right stick up/down/left/right
ImGuiNavInput_PadScrollDown, // "
ImGuiNavInput_PadScrollLeft, //
ImGuiNavInput_PadScrollRight, //
ImGuiNavInput_PadFocusPrev, // next window (with PadMenu held) // e.g. L-trigger
ImGuiNavInput_PadFocusNext, // prev window (with PadMenu held) // e.g. R-trigger
ImGuiNavInput_PadTweakSlow, // slower tweaks // e.g. L-trigger
ImGuiNavInput_PadTweakFast, // faster tweaks // e.g. R-trigger
ImGuiNavInput_COUNT,
};
// Enumeration for PushStyleColor() / PopStyleColor()
enum ImGuiCol_
{
@ -824,6 +829,7 @@ struct ImGuiIO
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
float NavInputs[ImGuiNavInput_COUNT];
// Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
@ -863,6 +869,8 @@ struct ImGuiIO
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsPrev[ImGuiNavInput_COUNT];
IMGUI_API ImGuiIO();
};

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@ -1528,6 +1528,9 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("NavUsable: %d, NavActive: %d", io.NavUsable, io.NavActive);
ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
ImGui::Button("Hovering me sets the\nkeyboard capture flag");
if (ImGui::IsItemHovered())

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@ -784,8 +784,7 @@ namespace ImGui
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
IMGUI_API ImVec2 NavGetTweakDelta();
IMGUI_API ImVec2 NavGetMovingDir(int stick_no, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
inline IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul) { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * alpha_mul; return ImGui::ColorConvertFloat4ToU32(c); }
inline IMGUI_API ImU32 GetColorU32(const ImVec4& col) { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }