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hub / github.com/InteractiveComputerGraphics/SPlisHSPlasH / DebugRenderKeyboardPreview

Method DebugRenderKeyboardPreview

extern/imgui/imgui.cpp:18479–18525  ·  view source on GitHub ↗

Draw an arbitrary US keyboard layout to visualize translated keys

Source from the content-addressed store, hash-verified

18477
18478// Draw an arbitrary US keyboard layout to visualize translated keys
18479void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
18480{
18481 const ImVec2 key_size = ImVec2(35.0f, 35.0f);
18482 const float key_rounding = 3.0f;
18483 const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
18484 const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
18485 const float key_face_rounding = 2.0f;
18486 const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
18487 const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
18488 const float key_row_offset = 9.0f;
18489
18490 ImVec2 board_min = GetCursorScreenPos();
18491 ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
18492 ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
18493
18494 struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
18495 const KeyLayoutData keys_to_display[] =
18496 {
18497 { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
18498 { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
18499 { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
18500 };
18501
18502 // Elements rendered manually via ImDrawList API are not clipped automatically.
18503 // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
18504 Dummy(board_max - board_min);
18505 if (!IsItemVisible())
18506 return;
18507 draw_list->PushClipRect(board_min, board_max, true);
18508 for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
18509 {
18510 const KeyLayoutData* key_data = &keys_to_display[n];
18511 ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
18512 ImVec2 key_max = key_min + key_size;
18513 draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
18514 draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
18515 ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
18516 ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
18517 draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
18518 draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
18519 ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
18520 draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
18521 if (ImGui::IsKeyDown(key_data->Key))
18522 draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
18523 }
18524 draw_list->PopClipRect();
18525}
18526
18527// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
18528void ImGui::DebugTextEncoding(const char* str)

Callers

nothing calls this directly

Calls 6

ImVec2Function · 0.85
AddRectFilledMethod · 0.80
AddRectMethod · 0.80
AddTextMethod · 0.80
PushClipRectMethod · 0.45
PopClipRectMethod · 0.45

Tested by

no test coverage detected