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Internals: invert logic of mods key<>bool translation to facilitate other experiments and put emphasis on new API. (#5923, #4921)

Should be no-op, this is mostly to make it easier to store state for ImGuiMod_Shortcut.
pull/5973/head
ocornut 2 years ago
parent
commit
cc3a2200a9
  1. 41
      imgui.cpp

41
imgui.cpp

@ -4160,16 +4160,15 @@ static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
}
// [Internal] Do not use directly (should read io.KeyMods instead)
static ImGuiKeyChord GetMergedModsFromBools()
// [Internal] Do not use directly
static ImGuiKeyChord GetMergedModsFromKeys()
{
ImGuiContext& g = *GImGui;
ImGuiKeyChord key_chord = 0;
if (g.IO.KeyCtrl) { key_chord |= ImGuiMod_Ctrl; }
if (g.IO.KeyShift) { key_chord |= ImGuiMod_Shift; }
if (g.IO.KeyAlt) { key_chord |= ImGuiMod_Alt; }
if (g.IO.KeySuper) { key_chord |= ImGuiMod_Super; }
return key_chord;
ImGuiKeyChord mods = 0;
if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; }
if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; }
if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; }
if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; }
return mods;
}
static void ImGui::UpdateKeyboardInputs()
@ -4244,13 +4243,22 @@ static void ImGui::UpdateKeyboardInputs()
#endif
#endif
// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools, update aliases
io.KeyMods = GetMergedModsFromBools();
// Update aliases
for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
// Synchronize io.KeyMods and io.KeyXXX values.
// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
io.KeyMods = GetMergedModsFromKeys();
io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
// Clear gamepad data if disabled
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
@ -8485,15 +8493,6 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
key_changed = true;
key_changed_mask.SetBit(key_data_index);
if (key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super)
{
if (key == ImGuiMod_Ctrl) { io.KeyCtrl = key_data->Down; }
if (key == ImGuiMod_Shift) { io.KeyShift = key_data->Down; }
if (key == ImGuiMod_Alt) { io.KeyAlt = key_data->Down; }
if (key == ImGuiMod_Super) { io.KeySuper = key_data->Down; }
io.KeyMods = GetMergedModsFromBools();
}
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
io.KeysDown[key_data_index] = key_data->Down;
@ -8775,7 +8774,7 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
// send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
// We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
// while still correctly asserting on mid-frame key press events.
const ImGuiKeyChord key_mods = GetMergedModsFromBools();
const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
IM_UNUSED(key_mods);

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