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IO: Added AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() api + updated all Backends. (#4858) (input queue code will be next commit)
Details: note that SDL, OSX and GLFW backends removed recording of MouseJustPressed[] which will be unnecessary with input queue (which is the NEXT commit). (#2787, #1992, #3383, #2525, #1320)
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@@ -19,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-03-04: Initial version.
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@@ -227,26 +228,25 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
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if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
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|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
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{
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io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN);
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
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}
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break;
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case AMOTION_EVENT_ACTION_BUTTON_PRESS:
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case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
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{
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int32_t button_state = AMotionEvent_getButtonState(input_event);
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io.MouseDown[0] = ((button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
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io.MouseDown[1] = ((button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
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io.MouseDown[2] = ((button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
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io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0);
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io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0);
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io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0);
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}
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break;
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case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
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case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
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io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
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break;
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case AMOTION_EVENT_ACTION_SCROLL:
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io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
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io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
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io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index));
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break;
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default:
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break;
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