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
| 9544 | // - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) |
| 9545 | // - 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) |
| 9546 | void ImGui::UpdateInputEvents(bool trickle_fast_inputs) |
| 9547 | { |
| 9548 | ImGuiContext& g = *GImGui; |
| 9549 | ImGuiIO& io = g.IO; |
| 9550 | |
| 9551 | // Only trickle chars<>key when working with InputText() |
| 9552 | // FIXME: InputText() could parse event trail? |
| 9553 | // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) |
| 9554 | const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); |
| 9555 | |
| 9556 | bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; |
| 9557 | int mouse_button_changed = 0x00; |
| 9558 | ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask; |
| 9559 | |
| 9560 | int event_n = 0; |
| 9561 | for (; event_n < g.InputEventsQueue.Size; event_n++) |
| 9562 | { |
| 9563 | ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; |
| 9564 | if (e->Type == ImGuiInputEventType_MousePos) |
| 9565 | { |
| 9566 | if (g.IO.WantSetMousePos) |
| 9567 | continue; |
| 9568 | // Trickling Rule: Stop processing queued events if we already handled a mouse button change |
| 9569 | ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); |
| 9570 | if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) |
| 9571 | break; |
| 9572 | io.MousePos = event_pos; |
| 9573 | io.MouseSource = e->MousePos.MouseSource; |
| 9574 | mouse_moved = true; |
| 9575 | } |
| 9576 | else if (e->Type == ImGuiInputEventType_MouseButton) |
| 9577 | { |
| 9578 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 9579 | const ImGuiMouseButton button = e->MouseButton.Button; |
| 9580 | IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); |
| 9581 | if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) |
| 9582 | break; |
| 9583 | if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. |
| 9584 | break; |
| 9585 | io.MouseDown[button] = e->MouseButton.Down; |
| 9586 | io.MouseSource = e->MouseButton.MouseSource; |
| 9587 | mouse_button_changed |= (1 << button); |
| 9588 | } |
| 9589 | else if (e->Type == ImGuiInputEventType_MouseWheel) |
| 9590 | { |
| 9591 | // Trickling Rule: Stop processing queued events if we got multiple action on the event |
| 9592 | if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) |
| 9593 | break; |
| 9594 | io.MouseWheelH += e->MouseWheel.WheelX; |
| 9595 | io.MouseWheel += e->MouseWheel.WheelY; |
| 9596 | io.MouseSource = e->MouseWheel.MouseSource; |
| 9597 | mouse_wheeled = true; |
| 9598 | } |
| 9599 | else if (e->Type == ImGuiInputEventType_Key) |
| 9600 | { |
| 9601 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 9602 | if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) |
| 9603 | continue; |
nothing calls this directly
no test coverage detected