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Added IsKeyReleased() (#248), added keyboard & mouse state panel in the demo window

pull/250/head
ocornut 10 years ago
parent
commit
0884cb51cd
  1. 41
      imgui.cpp
  2. 8
      imgui.h

41
imgui.cpp

@ -2114,8 +2114,9 @@ void ImGui::NewFrame()
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));
}
}
memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
for (size_t i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
g.IO.KeysDownTime[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownTime[i] < 0.0f ? 0.0f : g.IO.KeysDownTime[i] + g.IO.DeltaTime) : -1.0f;
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;
// Calculate frame-rate for the user, as a purely luxurious feature
g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
@ -2871,7 +2872,7 @@ bool ImGui::IsKeyPressed(int key_index, bool repeat)
{
ImGuiState& g = *GImGui;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownTime[key_index];
const float t = g.IO.KeysDownDuration[key_index];
if (t == 0.0f)
return true;
@ -2881,6 +2882,15 @@ bool ImGui::IsKeyPressed(int key_index, bool repeat)
if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
return true;
}
return false;
}
bool ImGui::IsKeyReleased(int key_index)
{
ImGuiState& g = *GImGui;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
if (g.IO.KeysDownDurationPrev[key_index] >= 0.0f && !g.IO.KeysDown[key_index])
return true;
return false;
}
@ -10569,12 +10579,6 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels
ImGui::Text("ImGui says hello.");
//ImGui::Text("MousePos (%g, %g)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
//ImGui::Text("MouseClicked (%d, %d) MouseReleased (%d, %d)", ImGui::GetIO().MouseClicked[0], ImGui::GetIO().MouseClicked[1], ImGui::GetIO().MouseReleased[0], ImGui::GetIO().MouseReleased[1]);
//ImGui::Text("MouseWheel %d", ImGui::GetIO().MouseWheel);
//ImGui::Text("KeyMods %s%s%s", ImGui::GetIO().KeyCtrl ? "CTRL" : "", ImGui::GetIO().KeyShift ? "SHIFT" : "", ImGui::GetIO().KeyAlt? "ALT" : "");
//ImGui::Text("WantCaptureMouse: %d", ImGui::GetIO().WantCaptureMouse);
//ImGui::Text("WantCaptureKeyboard: %d", ImGui::GetIO().WantCaptureKeyboard);
// Menu
if (ImGui::BeginMenuBar())
@ -11607,6 +11611,27 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::TreePop();
}
if (ImGui::TreeNode("Keyboard & Mouse State"))
{
ImGuiIO& io = ImGui::GetIO();
ImGui::Text("MousePos: (%g, %g)", io.MousePos.x, io.MousePos.y);
ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("MouseWheel: %.1f", io.MouseWheel);
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("KeyMods: %s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "");
ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
ImGui::TreePop();
}
if (ImGui::TreeNode("Mouse cursors"))
{
ImGui::TextWrapped("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. You can also set io.MouseDrawCursor to ask ImGui to render the cursor for you in software.");

8
imgui.h

@ -351,8 +351,9 @@ namespace ImGui
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows)
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // "
IMGUI_API bool IsKeyReleased(int key_index); // "
IMGUI_API bool IsMouseDown(int button);
IMGUI_API bool IsMouseClicked(int button, bool repeat = false);
IMGUI_API bool IsMouseDoubleClicked(int button);
@ -704,10 +705,11 @@ struct ImGuiIO
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
bool MouseReleased[5]; // Mouse button went from !Down to Down
bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
float MouseDownDuration[5]; // Time the mouse button has been down
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
float KeysDownTime[512]; // Time the keyboard key has been down
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
float KeysDownDurationPrev[512]; // Previous duration the key has been down
IMGUI_API ImGuiIO();
};

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