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https://github.com/xemu-project/imgui.git
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Experiment: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921, #4537)
May affect binding generators.
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@ -119,6 +119,7 @@ Other Changes:
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- Nav: Fixed an issue opening a menu with Right key from a non-menu window.
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- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
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(#2589, #5535, #5264, #4972)
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- Misc: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921)
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- Misc: better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651)
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- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138)
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- Debug Tools: Debug Log: Added 'IO' and 'Clipper' events logging.
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10
imgui.cpp
10
imgui.cpp
@ -1356,14 +1356,14 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
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if (key == ImGuiKey_None)
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return;
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IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
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IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511
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IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
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IM_UNUSED(native_keycode); // Yet unused
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IM_UNUSED(native_scancode); // Yet unused
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// Build native->imgui map so old user code can still call key functions with native 0..511 values.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
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if (!ImGui::IsLegacyKey(legacy_key))
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if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
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return;
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KeyMap[legacy_key] = key;
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KeyMap[key] = legacy_key;
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@ -4057,7 +4057,7 @@ static void ImGui::UpdateKeyboardInputs()
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{
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
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for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
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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!");
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IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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}
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else
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{
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@ -7749,12 +7749,12 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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int ImGui::GetKeyIndex(ImGuiKey key)
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ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(IsNamedKey(key));
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const ImGuiKeyData* key_data = GetKeyData(key);
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return (int)(key_data - g.IO.KeysData);
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return (ImGuiKey)(key_data - g.IO.KeysData);
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}
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#endif
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18
imgui.h
18
imgui.h
@ -23,7 +23,7 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
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#define IMGUI_VERSION "1.89 WIP"
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#define IMGUI_VERSION_NUM 18821
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#define IMGUI_VERSION_NUM 18822
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#define IMGUI_HAS_TABLE
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/*
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@ -162,20 +162,26 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
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struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
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struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
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// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
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// Enumerations
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// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier
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typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
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typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
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typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
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typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
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typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier
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typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
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typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
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typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
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typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
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typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
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// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
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typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
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typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
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@ -1349,7 +1355,7 @@ enum ImGuiSortDirection_
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// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
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// Keys value >= 512 are named keys (>= 1.87)
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enum ImGuiKey_
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enum ImGuiKey : int
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{
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// Keyboard
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ImGuiKey_None = 0,
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@ -2950,9 +2956,9 @@ struct ImGuiPlatformImeData
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namespace ImGui
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{
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]
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IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]
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#else
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static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; }
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static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; }
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#endif
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}
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@ -5783,15 +5783,15 @@ static void ShowDemoWindowInputs()
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// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
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#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
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const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN;
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const ImGuiKey key_first = (ImGuiKey)ImGuiKey_NamedKey_BEGIN;
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#else
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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
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const ImGuiKey key_first = 0;
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const ImGuiKey key_first = (ImGuiKey)0;
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//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); } }
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#endif
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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); } }
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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); } }
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ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { 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); } }
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ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
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ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
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@ -1174,27 +1174,24 @@ struct ImGuiPtrOrIndex
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typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;
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// Extend ImGuiKey_
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enum ImGuiKeyPrivate_
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{
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ImGuiKey_LegacyNativeKey_BEGIN = 0,
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ImGuiKey_LegacyNativeKey_END = 512,
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ImGuiKey_Keyboard_BEGIN = ImGuiKey_NamedKey_BEGIN,
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ImGuiKey_Keyboard_END = ImGuiKey_GamepadStart,
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ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
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ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1,
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ImGuiKey_Aliases_BEGIN = ImGuiKey_MouseLeft,
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ImGuiKey_Aliases_END = ImGuiKey_COUNT,
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#define ImGuiKey_LegacyNativeKey_BEGIN 0
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#define ImGuiKey_LegacyNativeKey_END 512
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#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN)
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#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart)
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#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart)
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#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1)
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#define ImGuiKey_Aliases_BEGIN (ImGuiKey_MouseLeft)
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#define ImGuiKey_Aliases_END (ImGuiKey_COUNT)
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// [Internal] Named shortcuts for Navigation
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ImGuiKey_NavKeyboardTweakSlow = ImGuiKey_ModCtrl,
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ImGuiKey_NavKeyboardTweakFast = ImGuiKey_ModShift,
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ImGuiKey_NavGamepadTweakSlow = ImGuiKey_GamepadL1,
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ImGuiKey_NavGamepadTweakFast = ImGuiKey_GamepadR1,
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ImGuiKey_NavGamepadActivate = ImGuiKey_GamepadFaceDown,
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ImGuiKey_NavGamepadCancel = ImGuiKey_GamepadFaceRight,
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ImGuiKey_NavGamepadMenu = ImGuiKey_GamepadFaceLeft,
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ImGuiKey_NavGamepadInput = ImGuiKey_GamepadFaceUp,
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};
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#define ImGuiKey_NavKeyboardTweakSlow ImGuiKey_ModCtrl
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#define ImGuiKey_NavKeyboardTweakFast ImGuiKey_ModShift
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#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1
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#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
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#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
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#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
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#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
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#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
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enum ImGuiInputEventType
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{
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@ -2721,7 +2718,7 @@ namespace ImGui
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inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
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inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; }
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inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }
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inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return ImGuiKey_MouseLeft + button; }
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inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
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IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
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IMGUI_API ImGuiModFlags GetMergedModFlags();
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IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
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