Process input queue We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1
| 10465 | // - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) |
| 10466 | // - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) |
| 10467 | void ImGui::UpdateInputEvents(bool trickle_fast_inputs) |
| 10468 | { |
| 10469 | ImGuiContext& g = *GImGui; |
| 10470 | ImGuiIO& io = g.IO; |
| 10471 | |
| 10472 | // Only trickle chars<>key when working with InputText() |
| 10473 | // FIXME: InputText() could parse event trail? |
| 10474 | // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) |
| 10475 | const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); |
| 10476 | |
| 10477 | bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; |
| 10478 | int mouse_button_changed = 0x00; |
| 10479 | ImBitArray<ImGuiKey_NamedKey_COUNT> key_changed_mask; |
| 10480 | |
| 10481 | int event_n = 0; |
| 10482 | for (; event_n < g.InputEventsQueue.Size; event_n++) |
| 10483 | { |
| 10484 | ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; |
| 10485 | if (e->Type == ImGuiInputEventType_MousePos) |
| 10486 | { |
| 10487 | if (g.IO.WantSetMousePos) |
| 10488 | continue; |
| 10489 | // Trickling Rule: Stop processing queued events if we already handled a mouse button change |
| 10490 | ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); |
| 10491 | if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) |
| 10492 | break; |
| 10493 | io.MousePos = event_pos; |
| 10494 | io.MouseSource = e->MousePos.MouseSource; |
| 10495 | mouse_moved = true; |
| 10496 | } |
| 10497 | else if (e->Type == ImGuiInputEventType_MouseButton) |
| 10498 | { |
| 10499 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 10500 | const ImGuiMouseButton button = e->MouseButton.Button; |
| 10501 | IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); |
| 10502 | if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) |
| 10503 | break; |
| 10504 | if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. |
| 10505 | break; |
| 10506 | io.MouseDown[button] = e->MouseButton.Down; |
| 10507 | io.MouseSource = e->MouseButton.MouseSource; |
| 10508 | mouse_button_changed |= (1 << button); |
| 10509 | } |
| 10510 | else if (e->Type == ImGuiInputEventType_MouseWheel) |
| 10511 | { |
| 10512 | // Trickling Rule: Stop processing queued events if we got multiple action on the event |
| 10513 | if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) |
| 10514 | break; |
| 10515 | io.MouseWheelH += e->MouseWheel.WheelX; |
| 10516 | io.MouseWheel += e->MouseWheel.WheelY; |
| 10517 | io.MouseSource = e->MouseWheel.MouseSource; |
| 10518 | mouse_wheeled = true; |
| 10519 | } |
| 10520 | else if (e->Type == ImGuiInputEventType_Key) |
| 10521 | { |
| 10522 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 10523 | if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) |
| 10524 | continue; |
nothing calls this directly
no test coverage detected