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IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858)
Amend fa2b318d
. Refer to regression test "inputs_io_inputqueue" amended for IMGUI_VERSION_NUM >= 19102
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parent
fabceaf036
commit
092c88dc7b
26
imgui.cpp
26
imgui.cpp
@ -8780,8 +8780,9 @@ static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInput
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return 0;
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}
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// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
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// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
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// - We need this to filter some Shortcut() routes when an item e.g. an InputText() is active
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// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be.
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// - This is also used by UpdateInputEvents() to avoid trickling in the most common case of e.g. pressing ImGuiKey_G also emitting a G character.
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static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
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{
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// Mimic 'ignore_char_inputs' logic in InputText()
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@ -8795,6 +8796,8 @@ static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord)
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// Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered.
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ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
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if (key == ImGuiKey_None)
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return false;
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return g.KeysMayBeCharInput.TestBit(key);
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}
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@ -9599,9 +9602,9 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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// Only trickle chars<>key when working with InputText()
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// FIXME: InputText() could parse event trail?
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// FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
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const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
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const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
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bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
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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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@ -9653,12 +9656,19 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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IM_ASSERT(key != ImGuiKey_None);
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ImGuiKeyData* key_data = GetKeyData(key);
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const int key_data_index = (int)(key_data - g.IO.KeysData);
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if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
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if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || mouse_button_changed != 0))
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break;
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const bool key_is_potentially_for_char_input = IsKeyChordPotentiallyCharInput(GetMergedModsFromKeys() | key);
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if (trickle_interleaved_nonchar_keys_and_text && (text_inputted && !key_is_potentially_for_char_input))
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break;
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key_data->Down = e->Key.Down;
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key_data->AnalogValue = e->Key.AnalogValue;
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key_changed = true;
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key_changed_mask.SetBit(key_data_index);
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if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
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key_changed_nonchar = true;
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// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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@ -9672,11 +9682,13 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
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continue;
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// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
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if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
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if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
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break;
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if (trickle_interleaved_nonchar_keys_and_text && key_changed_nonchar)
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break;
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unsigned int c = e->Text.Char;
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io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
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if (trickle_interleaved_keys_and_text)
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if (trickle_interleaved_nonchar_keys_and_text)
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text_inputted = true;
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}
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else if (e->Type == ImGuiInputEventType_Focus)
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