Queue a new key down/up event. - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) - bool down: Is the key down? use false to signify a key release. - float analog_value: 0.0f..1.0f IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLIN
| 1423 | // IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. |
| 1424 | // WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. |
| 1425 | void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) |
| 1426 | { |
| 1427 | //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } |
| 1428 | IM_ASSERT(Ctx != NULL); |
| 1429 | if (key == ImGuiKey_None || !AppAcceptingEvents) |
| 1430 | return; |
| 1431 | ImGuiContext& g = *Ctx; |
| 1432 | IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. |
| 1433 | IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. |
| 1434 | IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself) |
| 1435 | |
| 1436 | // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. |
| 1437 | #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO |
| 1438 | IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); |
| 1439 | if (BackendUsingLegacyKeyArrays == -1) |
| 1440 | for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) |
| 1441 | IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); |
| 1442 | BackendUsingLegacyKeyArrays = 0; |
| 1443 | #endif |
| 1444 | if (ImGui::IsGamepadKey(key)) |
| 1445 | BackendUsingLegacyNavInputArray = false; |
| 1446 | |
| 1447 | // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) |
| 1448 | const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); |
| 1449 | const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); |
| 1450 | const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; |
| 1451 | const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; |
| 1452 | if (latest_key_down == down && latest_key_analog == analog_value) |
| 1453 | return; |
| 1454 | |
| 1455 | // Add event |
| 1456 | ImGuiInputEvent e; |
| 1457 | e.Type = ImGuiInputEventType_Key; |
| 1458 | e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; |
| 1459 | e.EventId = g.InputEventsNextEventId++; |
| 1460 | e.Key.Key = key; |
| 1461 | e.Key.Down = down; |
| 1462 | e.Key.AnalogValue = analog_value; |
| 1463 | g.InputEventsQueue.push_back(e); |
| 1464 | } |
| 1465 | |
| 1466 | void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) |
| 1467 | { |
nothing calls this directly
no test coverage detected