IO: Fixed input queue trickling of interleaved keys/chars events when InputText() is not active. (#4921, #4858)
This commit is contained in:
parent
5659db5529
commit
fa2b318dd6
@ -43,6 +43,14 @@ Other Changes:
|
||||
- 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- Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.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
|
||||
|
31
imgui.cpp
31
imgui.cpp
@ -7799,8 +7799,18 @@ 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)
|
||||
@ -7808,7 +7818,12 @@ 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<ImGuiKey_KeysData_SIZE> key_changed_mask;
|
||||
|
||||
@ -7824,7 +7839,7 @@ 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;
|
||||
@ -7864,7 +7879,7 @@ 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;
|
||||
@ -7891,11 +7906,12 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
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)
|
||||
{
|
||||
@ -7914,6 +7930,11 @@ 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);
|
||||
|
2
imgui.h
2
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 18708
|
||||
#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
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user