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 FULFILLING
| 1539 | // IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. |
| 1540 | // WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. |
| 1541 | void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) |
| 1542 | { |
| 1543 | //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); } |
| 1544 | IM_ASSERT(Ctx != NULL); |
| 1545 | if (key == ImGuiKey_None || !AppAcceptingEvents) |
| 1546 | return; |
| 1547 | ImGuiContext& g = *Ctx; |
| 1548 | IM_ASSERT(ImGui::IsNamedKeyOrMod(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. |
| 1549 | IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. |
| 1550 | |
| 1551 | // MacOS: swap Cmd(Super) and Ctrl |
| 1552 | if (g.IO.ConfigMacOSXBehaviors) |
| 1553 | { |
| 1554 | if (key == ImGuiMod_Super) { key = ImGuiMod_Ctrl; } |
| 1555 | else if (key == ImGuiMod_Ctrl) { key = ImGuiMod_Super; } |
| 1556 | else if (key == ImGuiKey_LeftSuper) { key = ImGuiKey_LeftCtrl; } |
| 1557 | else if (key == ImGuiKey_RightSuper){ key = ImGuiKey_RightCtrl; } |
| 1558 | else if (key == ImGuiKey_LeftCtrl) { key = ImGuiKey_LeftSuper; } |
| 1559 | else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } |
| 1560 | } |
| 1561 | |
| 1562 | // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. |
| 1563 | #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO |
| 1564 | IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); |
| 1565 | if (BackendUsingLegacyKeyArrays == -1) |
| 1566 | for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) |
| 1567 | IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); |
| 1568 | BackendUsingLegacyKeyArrays = 0; |
| 1569 | #endif |
| 1570 | if (ImGui::IsGamepadKey(key)) |
| 1571 | BackendUsingLegacyNavInputArray = false; |
| 1572 | |
| 1573 | // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) |
| 1574 | const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); |
| 1575 | const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); |
| 1576 | const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; |
| 1577 | const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; |
| 1578 | if (latest_key_down == down && latest_key_analog == analog_value) |
| 1579 | return; |
| 1580 | |
| 1581 | // Add event |
| 1582 | ImGuiInputEvent e; |
| 1583 | e.Type = ImGuiInputEventType_Key; |
| 1584 | e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; |
| 1585 | e.EventId = g.InputEventsNextEventId++; |
| 1586 | e.Key.Key = key; |
| 1587 | e.Key.Down = down; |
| 1588 | e.Key.AnalogValue = analog_value; |
| 1589 | g.InputEventsQueue.push_back(e); |
| 1590 | } |
| 1591 | |
| 1592 | void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) |
| 1593 | { |
no test coverage detected