|
|
@ -8121,79 +8121,63 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) |
|
|
|
ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; |
|
|
|
if (e->Type == ImGuiInputEventType_MousePos) |
|
|
|
{ |
|
|
|
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
|
|
|
|
ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); |
|
|
|
if (IsMousePosValid(&event_pos)) |
|
|
|
event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()
|
|
|
|
e->IgnoredAsSame = (io.MousePos.x == event_pos.x && io.MousePos.y == event_pos.y); |
|
|
|
if (!e->IgnoredAsSame) |
|
|
|
{ |
|
|
|
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
|
|
|
|
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) |
|
|
|
break; |
|
|
|
io.MousePos = event_pos; |
|
|
|
mouse_moved = true; |
|
|
|
} |
|
|
|
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) |
|
|
|
break; |
|
|
|
io.MousePos = event_pos; |
|
|
|
mouse_moved = true; |
|
|
|
} |
|
|
|
else if (e->Type == ImGuiInputEventType_MouseButton) |
|
|
|
{ |
|
|
|
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
|
|
|
const ImGuiMouseButton button = e->MouseButton.Button; |
|
|
|
IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); |
|
|
|
e->IgnoredAsSame = (io.MouseDown[button] == e->MouseButton.Down); |
|
|
|
if (!e->IgnoredAsSame) |
|
|
|
{ |
|
|
|
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
|
|
|
if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) |
|
|
|
break; |
|
|
|
io.MouseDown[button] = e->MouseButton.Down; |
|
|
|
mouse_button_changed |= (1 << button); |
|
|
|
} |
|
|
|
if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) |
|
|
|
break; |
|
|
|
io.MouseDown[button] = e->MouseButton.Down; |
|
|
|
mouse_button_changed |= (1 << button); |
|
|
|
} |
|
|
|
else if (e->Type == ImGuiInputEventType_MouseWheel) |
|
|
|
{ |
|
|
|
e->IgnoredAsSame = (e->MouseWheel.WheelX == 0.0f && e->MouseWheel.WheelY == 0.0f); |
|
|
|
if (!e->IgnoredAsSame) |
|
|
|
{ |
|
|
|
// Trickling Rule: Stop processing queued events if we got multiple action on the event
|
|
|
|
if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) |
|
|
|
break; |
|
|
|
io.MouseWheelH += e->MouseWheel.WheelX; |
|
|
|
io.MouseWheel += e->MouseWheel.WheelY; |
|
|
|
mouse_wheeled = true; |
|
|
|
} |
|
|
|
// Trickling Rule: Stop processing queued events if we got multiple action on the event
|
|
|
|
if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) |
|
|
|
break; |
|
|
|
io.MouseWheelH += e->MouseWheel.WheelX; |
|
|
|
io.MouseWheel += e->MouseWheel.WheelY; |
|
|
|
mouse_wheeled = true; |
|
|
|
} |
|
|
|
else if (e->Type == ImGuiInputEventType_Key) |
|
|
|
{ |
|
|
|
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
|
|
|
ImGuiKey key = e->Key.Key; |
|
|
|
IM_ASSERT(key != ImGuiKey_None); |
|
|
|
ImGuiKeyData* key_data = GetKeyData(key); |
|
|
|
const int key_data_index = (int)(key_data - g.IO.KeysData); |
|
|
|
e->IgnoredAsSame = (key_data->Down == e->Key.Down && key_data->AnalogValue == e->Key.AnalogValue); |
|
|
|
if (!e->IgnoredAsSame) |
|
|
|
{ |
|
|
|
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
|
|
|
|
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) |
|
|
|
break; |
|
|
|
key_data->Down = e->Key.Down; |
|
|
|
key_data->AnalogValue = e->Key.AnalogValue; |
|
|
|
key_changed = true; |
|
|
|
key_changed_mask.SetBit(key_data_index); |
|
|
|
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) |
|
|
|
break; |
|
|
|
key_data->Down = e->Key.Down; |
|
|
|
key_data->AnalogValue = e->Key.AnalogValue; |
|
|
|
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(); |
|
|
|
} |
|
|
|
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
|
|
|
|
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO |
|
|
|
io.KeysDown[key_data_index] = key_data->Down; |
|
|
|
if (io.KeyMap[key_data_index] != -1) |
|
|
|
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; |
|
|
|
io.KeysDown[key_data_index] = key_data->Down; |
|
|
|
if (io.KeyMap[key_data_index] != -1) |
|
|
|
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; |
|
|
|
#endif |
|
|
|
} |
|
|
|
} |
|
|
|
else if (e->Type == ImGuiInputEventType_Text) |
|
|
|
{ |
|
|
@ -8210,9 +8194,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) |
|
|
|
// We intentionally overwrite this and process in NewFrame(), in order to give a chance
|
|
|
|
// to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
|
|
|
|
const bool focus_lost = !e->AppFocused.Focused; |
|
|
|
e->IgnoredAsSame = (io.AppFocusLost == focus_lost); |
|
|
|
if (!e->IgnoredAsSame) |
|
|
|
io.AppFocusLost = focus_lost; |
|
|
|
io.AppFocusLost = focus_lost; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
@ -8229,7 +8211,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs) |
|
|
|
#ifndef IMGUI_DISABLE_DEBUG_TOOLS |
|
|
|
if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) |
|
|
|
for (int n = 0; n < g.InputEventsQueue.Size; n++) |
|
|
|
DebugPrintInputEvent(n < event_n ? (g.InputEventsQueue[n].IgnoredAsSame ? "Processed (Same)" : "Processed") : "Remaining", &g.InputEventsQueue[n]); |
|
|
|
DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); |
|
|
|
#endif |
|
|
|
|
|
|
|
// Remaining events will be processed on the next frame
|
|
|
|