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
| 8851 | // - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) |
| 8852 | // - 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) |
| 8853 | void ImGui::UpdateInputEvents(bool trickle_fast_inputs) |
| 8854 | { |
| 8855 | ImGuiContext& g = *GImGui; |
| 8856 | ImGuiIO& io = g.IO; |
| 8857 | |
| 8858 | // Only trickle chars<>key when working with InputText() |
| 8859 | // FIXME: InputText() could parse event trail? |
| 8860 | // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) |
| 8861 | const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); |
| 8862 | |
| 8863 | bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; |
| 8864 | int mouse_button_changed = 0x00; |
| 8865 | ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask; |
| 8866 | |
| 8867 | int event_n = 0; |
| 8868 | for (; event_n < g.InputEventsQueue.Size; event_n++) |
| 8869 | { |
| 8870 | ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; |
| 8871 | if (e->Type == ImGuiInputEventType_MousePos) |
| 8872 | { |
| 8873 | // Trickling Rule: Stop processing queued events if we already handled a mouse button change |
| 8874 | ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); |
| 8875 | if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) |
| 8876 | break; |
| 8877 | io.MousePos = event_pos; |
| 8878 | io.MouseSource = e->MousePos.MouseSource; |
| 8879 | mouse_moved = true; |
| 8880 | } |
| 8881 | else if (e->Type == ImGuiInputEventType_MouseButton) |
| 8882 | { |
| 8883 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 8884 | const ImGuiMouseButton button = e->MouseButton.Button; |
| 8885 | IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); |
| 8886 | if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) |
| 8887 | break; |
| 8888 | if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. |
| 8889 | break; |
| 8890 | io.MouseDown[button] = e->MouseButton.Down; |
| 8891 | io.MouseSource = e->MouseButton.MouseSource; |
| 8892 | mouse_button_changed |= (1 << button); |
| 8893 | } |
| 8894 | else if (e->Type == ImGuiInputEventType_MouseWheel) |
| 8895 | { |
| 8896 | // Trickling Rule: Stop processing queued events if we got multiple action on the event |
| 8897 | if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) |
| 8898 | break; |
| 8899 | io.MouseWheelH += e->MouseWheel.WheelX; |
| 8900 | io.MouseWheel += e->MouseWheel.WheelY; |
| 8901 | io.MouseSource = e->MouseWheel.MouseSource; |
| 8902 | mouse_wheeled = true; |
| 8903 | } |
| 8904 | else if (e->Type == ImGuiInputEventType_Key) |
| 8905 | { |
| 8906 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 8907 | ImGuiKey key = e->Key.Key; |
| 8908 | IM_ASSERT(key != ImGuiKey_None); |
| 8909 | ImGuiKeyData* key_data = GetKeyData(key); |
| 8910 | const int key_data_index = (int)(key_data - g.IO.KeysData); |
nothing calls this directly
no test coverage detected