diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md index 8321aa1e..cd849060 100644 --- a/docs/EXAMPLES.md +++ b/docs/EXAMPLES.md @@ -222,7 +222,7 @@ If you are interested in using Cmake to build and links examples, see: **About mouse cursor latency** Dear ImGui has no particular extra lag for most behaviors, -e.g. the value of 'io.MousePos' provided at the time of NewFrame() will result in windows being moved +e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant. However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated diff --git a/docs/FAQ.md b/docs/FAQ.md index f6fc96c4..8c46d268 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -114,7 +114,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down) { // (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend: ImGuiIO& io = ImGui::GetIO(); - io.MouseDown[button] = down; + io.AddMouseButtonEvent(button, down); // (2) ONLY forward mouse data to your underlying app/game. if (!io.WantCaptureMouse) diff --git a/examples/example_apple_metal/main.mm b/examples/example_apple_metal/main.mm index 5c05fee5..d92fc6b3 100644 --- a/examples/example_apple_metal/main.mm +++ b/examples/example_apple_metal/main.mm @@ -238,7 +238,7 @@ UITouch *anyTouch = event.allTouches.anyObject; CGPoint touchLocation = [anyTouch locationInView:self.view]; ImGuiIO &io = ImGui::GetIO(); - io.MousePos = ImVec2(touchLocation.x, touchLocation.y); + io.AddMousePosEvent(touchLocation.x, touchLocation.y); BOOL hasActiveTouch = NO; for (UITouch *touch in event.allTouches) @@ -249,7 +249,7 @@ break; } } - io.MouseDown[0] = hasActiveTouch; + io.AddMouseButtonEvent(0, hasActiveTouch); } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; } diff --git a/imgui.cpp b/imgui.cpp index 8a58f8ac..00419b47 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -255,9 +255,9 @@ CODE io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here - io.MousePos = my_mouse_pos; // set the mouse position - io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states - io.MouseDown[1] = my_mouse_buttons[1]; + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states // Call NewFrame(), after this point you can use ImGui::* functions anytime // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) @@ -386,6 +386,11 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewpot -> backend should call io.AddMouseViewportEvent() [Docking branch only] - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) @@ -1325,6 +1330,21 @@ void ImGuiIO::AddMousePosEvent(float x, float y) g.InputEventsQueue.push_back(e); } +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (most mouse/API will only have a Y component) void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) { ImGuiContext& g = *GImGui; @@ -1340,20 +1360,6 @@ void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) g.InputEventsQueue.push_back(e); } -void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(&g.IO == this && "Can only add events to current context."); - IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); - - ImGuiInputEvent e; - e.Type = ImGuiInputEventType_MouseButton; - e.Source = ImGuiInputSource_Mouse; - e.MouseButton.Button = mouse_button; - e.MouseButton.Down = down; - g.InputEventsQueue.push_back(e); -} - void ImGuiIO::AddFocusEvent(bool focused) { ImGuiContext& g = *GImGui; diff --git a/imgui.h b/imgui.h index 580af603..e6828fe1 100644 --- a/imgui.h +++ b/imgui.h @@ -1979,29 +1979,19 @@ struct ImGuiIO #endif //------------------------------------------------------------------ - // Input - Fill before calling NewFrame() + // Input - Call before calling NewFrame() //------------------------------------------------------------------ - ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) - bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. - bool KeyCtrl; // Keyboard modifier down: Control - bool KeyShift; // Keyboard modifier down: Shift - bool KeyAlt; // Keyboard modifier down: Alt - bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). - // Input Functions IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) IMGUI_API void AddKeyModsEvent(ImGuiKeyModFlags modifiers);// Queue a change of Ctrl/Shift/Alt/Super modifiers IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update - IMGUI_API void AddFocusEvent(bool focused); // Queue an hosting application/platform windows gain or loss of focus - IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input - IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate - IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually IMGUI_API void ClearInputKeys(); // [Internal] Release all keys @@ -2039,10 +2029,23 @@ struct ImGuiIO // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + + // Other state maintained from data above + IO function calls ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() ImGuiKeyModFlags KeyModsPrev; // Key mods flags (from previous frame) ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. - bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) ImVec2 MouseClickedPos[5]; // Position at time of clicking