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
| 10248 | // - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) |
| 10249 | // - 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) |
| 10250 | void ImGui::UpdateInputEvents(bool trickle_fast_inputs) |
| 10251 | { |
| 10252 | ImGuiContext& g = *GImGui; |
| 10253 | ImGuiIO& io = g.IO; |
| 10254 | |
| 10255 | // Only trickle chars<>key when working with InputText() |
| 10256 | // FIXME: InputText() could parse event trail? |
| 10257 | // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) |
| 10258 | const bool trickle_interleaved_nonchar_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); |
| 10259 | |
| 10260 | bool mouse_moved = false, mouse_wheeled = false, key_changed = false, key_changed_nonchar = false, text_inputted = false; |
| 10261 | int mouse_button_changed = 0x00; |
| 10262 | ImBitArray<ImGuiKey_NamedKey_COUNT> key_changed_mask; |
| 10263 | |
| 10264 | int event_n = 0; |
| 10265 | for (; event_n < g.InputEventsQueue.Size; event_n++) |
| 10266 | { |
| 10267 | ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; |
| 10268 | if (e->Type == ImGuiInputEventType_MousePos) |
| 10269 | { |
| 10270 | if (g.IO.WantSetMousePos) |
| 10271 | continue; |
| 10272 | // Trickling Rule: Stop processing queued events if we already handled a mouse button change |
| 10273 | ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); |
| 10274 | if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) |
| 10275 | break; |
| 10276 | io.MousePos = event_pos; |
| 10277 | io.MouseSource = e->MousePos.MouseSource; |
| 10278 | mouse_moved = true; |
| 10279 | } |
| 10280 | else if (e->Type == ImGuiInputEventType_MouseButton) |
| 10281 | { |
| 10282 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 10283 | const ImGuiMouseButton button = e->MouseButton.Button; |
| 10284 | IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); |
| 10285 | if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) |
| 10286 | break; |
| 10287 | if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. |
| 10288 | break; |
| 10289 | io.MouseDown[button] = e->MouseButton.Down; |
| 10290 | io.MouseSource = e->MouseButton.MouseSource; |
| 10291 | mouse_button_changed |= (1 << button); |
| 10292 | } |
| 10293 | else if (e->Type == ImGuiInputEventType_MouseWheel) |
| 10294 | { |
| 10295 | // Trickling Rule: Stop processing queued events if we got multiple action on the event |
| 10296 | if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) |
| 10297 | break; |
| 10298 | io.MouseWheelH += e->MouseWheel.WheelX; |
| 10299 | io.MouseWheel += e->MouseWheel.WheelY; |
| 10300 | io.MouseSource = e->MouseWheel.MouseSource; |
| 10301 | mouse_wheeled = true; |
| 10302 | } |
| 10303 | else if (e->Type == ImGuiInputEventType_Key) |
| 10304 | { |
| 10305 | // Trickling Rule: Stop processing queued events if we got multiple action on the same button |
| 10306 | if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) |
| 10307 | continue; |
nothing calls this directly
no test coverage detected