Updated ImGui event handle for X11
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5af1d18a8f
commit
bb8cfbda10
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@ -29,6 +29,32 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
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static bool g_HasGamepad = false;
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static bool g_WantUpdateHasGamepad = true;
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bool GetKeyState(int keysym, char keys[32])
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{
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int keycode = XKeysymToKeycode(g_Display, keysym);
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return keys[keycode/8] & (1<<keycode%8);
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}
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bool IsKeySys(int key)
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{
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switch(key)
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{
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case XK_Shift_L : case XK_Shift_R :
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case XK_Control_L: case XK_Control_R :
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case XK_Alt_L : case XK_Alt_R :
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case XK_Super_L : case XK_Super_R :
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case XK_Caps_Lock: case XK_Shift_Lock:
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case XK_BackSpace: case XK_Delete :
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case XK_Left : case XK_Right :
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case XK_Up : case XK_Down :
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case XK_Prior : case XK_Next :
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case XK_Home : case XK_End :
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case XK_Insert : case XK_Return :
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return true;
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}
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return false;
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}
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// Functions
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bool ImGui_ImplX11_Init(void *display)
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{
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@ -36,7 +62,7 @@ bool ImGui_ImplX11_Init(void *display)
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clock_getres(CLOCK_MONOTONIC_RAW, &tsres);
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clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
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g_TicksPerSecond = 100000000 / (static_cast<uint64_t>(tsres.tv_nsec) + static_cast<uint64_t>(tsres.tv_sec)*1000000000);
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g_TicksPerSecond = 1000000000.0f / (static_cast<uint64_t>(tsres.tv_nsec) + static_cast<uint64_t>(tsres.tv_sec)*1000000000);
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g_Time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
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//if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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@ -74,29 +100,6 @@ bool ImGui_ImplX11_Init(void *display)
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io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X);
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io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y);
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io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z);
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/*
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io.KeyMap[ImGuiKey_Tab] = -1;
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io.KeyMap[ImGuiKey_LeftArrow] = -1;
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io.KeyMap[ImGuiKey_RightArrow] = -1;
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io.KeyMap[ImGuiKey_UpArrow] = -1;
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io.KeyMap[ImGuiKey_DownArrow] = -1;
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io.KeyMap[ImGuiKey_PageUp] = -1;
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io.KeyMap[ImGuiKey_PageDown] = -1;
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io.KeyMap[ImGuiKey_Home] = -1;
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io.KeyMap[ImGuiKey_End] = -1;
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io.KeyMap[ImGuiKey_Insert] = -1;
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io.KeyMap[ImGuiKey_Delete] = -1;
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io.KeyMap[ImGuiKey_Backspace] = -1;
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io.KeyMap[ImGuiKey_Space] = -1;
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io.KeyMap[ImGuiKey_Enter] = -1;
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io.KeyMap[ImGuiKey_Escape] = -1;
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io.KeyMap[ImGuiKey_A] = -1;
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io.KeyMap[ImGuiKey_C] = -1;
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io.KeyMap[ImGuiKey_V] = -1;
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io.KeyMap[ImGuiKey_X] = -1;
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io.KeyMap[ImGuiKey_Y] = -1;
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io.KeyMap[ImGuiKey_Z] = -1;
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*/
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return true;
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}
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@ -140,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
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return true;
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}
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static void ImGui_ImplWin32_UpdateMousePos()
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static void ImGui_ImplWin32_UpdateMousePos(Window window)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -153,17 +156,14 @@ static void ImGui_ImplWin32_UpdateMousePos()
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//}
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// Set mouse position
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io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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Window rootWnd = DefaultRootWindow(g_Display);
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Window unused_window;
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int rx, ry, x, y;
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unsigned int mask;
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XQueryPointer(g_Display, rootWnd, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
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XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
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io.MousePos.x = rx;
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io.MousePos.y = ry;
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io.MousePos.x = x;
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io.MousePos.y = y;
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}
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/* TODO: support linux gamepad ?
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@ -219,7 +219,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
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}
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*/
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void ImGui_ImplX11_NewFrame()
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void ImGui_ImplX11_NewFrame(void* window)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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@ -233,7 +233,7 @@ void ImGui_ImplX11_NewFrame()
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int unused_int;
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unsigned int unused_unsigned_int;
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XGetGeometry(g_Display, rootWnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
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XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
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io.DisplaySize.x = width;
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io.DisplaySize.y = height;
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@ -246,37 +246,37 @@ void ImGui_ImplX11_NewFrame()
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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/*
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// Read keyboard modifiers inputs
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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char keys[32];
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XQueryKeymap(g_Display, keys);
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io.KeyCtrl = GetKeyState(XK_Control_L, keys);
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io.KeyShift = GetKeyState(XK_Shift_L, keys);
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io.KeyAlt = GetKeyState(XK_Alt_L, keys);
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io.KeySuper = false;
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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*/
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// Update OS mouse position
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ImGui_ImplWin32_UpdateMousePos();
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ImGui_ImplWin32_UpdateMousePos((Window)window);
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/*
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// Update OS mouse cursor with the cursor requested by imgui
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ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
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if (g_LastMouseCursor != mouse_cursor)
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{
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g_LastMouseCursor = mouse_cursor;
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ImGui_ImplWin32_UpdateMouseCursor();
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ImGui_ImplX11_UpdateMouseCursor();
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}
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*/
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// Update game controllers (if enabled and available)
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//ImGui_ImplWin32_UpdateGamepads();
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//ImGui_ImplX11_UpdateGamepads();
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}
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// Process Win32 mouse/keyboard inputs.
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// Process X11 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event)
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{
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if (ImGui::GetCurrentContext() == NULL)
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@ -286,58 +286,53 @@ IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event)
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switch (event.type)
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{
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case ButtonPress:
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switch(event.xbutton.button )
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{
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case Button1: case Button2: case Button3:
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io.MouseDown[event.xbutton.button-1] = true;
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break;
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case Button4: // Mouse wheel up
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event.xbutton.button = Button4;
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//io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
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return 0;
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case Button5: // Mouse wheel down
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event.xbutton.button = Button5;
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//io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
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return 0;
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}
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break;
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case ButtonRelease:
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switch(event.xbutton.button)
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{
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case Button1: case Button2: case Button3:
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io.MouseDown[event.xbutton.button-1] = false;
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case Button1:
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io.MouseDown[0] = event.type == ButtonPress;
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break;
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case Button2:
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io.MouseDown[2] = event.type == ButtonPress;
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break;
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case Button3:
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io.MouseDown[1] = event.type == ButtonPress;
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break;
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case Button4: // Mouse wheel up
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if( event.type == ButtonPress )
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io.MouseWheel += 1;
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return 0;
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case Button5: // Mouse wheel down
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if( event.type == ButtonPress )
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io.MouseWheel -= 1;
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return 0;
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}
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break;
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case KeyPress:
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case KeyRelease:
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break;
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{
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int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
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if( IsKeySys(key) )
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io.KeysDown[event.xkey.keycode] = true;
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else
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io.AddInputCharacter(key);
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return 0;
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}
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case MotionNotify:
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io.MousePos.x = event.xmotion.x;
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io.MousePos.y = event.xmotion.y;
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break;
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case KeyRelease:
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{
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int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
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if( IsKeySys(key) )
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io.KeysDown[event.xkey.keycode] = false;
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return 0;
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}
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}
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/*
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return 0;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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io.AddInputCharacter((unsigned int)wParam);
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return 0;
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case WM_DEVICECHANGE:
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if ((UINT)wParam == DBT_DEVNODES_CHANGED)
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g_WantUpdateHasGamepad = true;
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@ -11,7 +11,7 @@
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IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display);
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IMGUI_IMPL_API void ImGui_ImplX11_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplX11_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(void* window);
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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