IO: added ClearInputMouse(). made ClearInputKeys() not clear mouse data. (#4921)

Amend 6aa408c6a
This commit is contained in:
ocornut
2024-06-21 10:01:53 -07:00
parent 21581cf70c
commit 8067d05f74
3 changed files with 30 additions and 9 deletions

View File

@@ -430,6 +430,7 @@ CODE
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2024/06/21 (1.90.9) - io: ClearInputKeys() (first exposed in 1.89.8) doesn't clear mouse data, newly added ClearInputMouse() does.
- 2024/06/20 (1.90.9) - renamed ImGuiDragDropFlags_SourceAutoExpirePayload to ImGuiDragDropFlags_PayloadAutoExpire.
- 2024/06/18 (1.90.9) - style: renamed ImGuiCol_TabActive -> ImGuiCol_TabSelected, ImGuiCol_TabUnfocused -> ImGuiCol_TabDimmed, ImGuiCol_TabUnfocusedActive -> ImGuiCol_TabDimmedSelected.
- 2024/06/10 (1.90.9) - removed old nested structure: renaming ImGuiStorage::ImGuiStoragePair type to ImGuiStoragePair (simpler for many languages).
@@ -1453,7 +1454,7 @@ void ImGuiIO::ClearEventsQueue()
g.InputEventsQueue.clear();
}
// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
void ImGuiIO::ClearInputKeys()
{
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
@@ -1461,12 +1462,26 @@ void ImGuiIO::ClearInputKeys()
#endif
for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
{
if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET)))
continue;
KeysData[n].Down = false;
KeysData[n].DownDuration = -1.0f;
KeysData[n].DownDurationPrev = -1.0f;
}
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
KeyMods = ImGuiMod_None;
InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
}
void ImGuiIO::ClearInputMouse()
{
for (ImGuiKey key = ImGuiKey_Mouse_BEGIN; key < ImGuiKey_Mouse_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyData* key_data = &KeysData[key - ImGuiKey_KeysData_OFFSET];
key_data->Down = false;
key_data->DownDuration = -1.0f;
key_data->DownDurationPrev = -1.0f;
}
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
{
@@ -1474,7 +1489,6 @@ void ImGuiIO::ClearInputKeys()
MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
}
MouseWheel = MouseWheelH = 0.0f;
InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
}
// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
@@ -9632,7 +9646,10 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
// - we clear in EndFrame() and not now in order allow application/user code polling this flag
// (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
if (g.IO.AppFocusLost)
{
g.IO.ClearInputKeys();
g.IO.ClearInputMouse();
}
}
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)