Updated ImGui event handle for X11

This commit is contained in:
Nemirtingas 2019-09-03 10:29:37 +02:00
parent 5af1d18a8f
commit bb8cfbda10
2 changed files with 76 additions and 81 deletions

View file

@ -29,6 +29,32 @@ static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static bool g_HasGamepad = false;
static bool g_WantUpdateHasGamepad = true;
bool GetKeyState(int keysym, char keys[32])
{
int keycode = XKeysymToKeycode(g_Display, keysym);
return keys[keycode/8] & (1<<keycode%8);
}
bool IsKeySys(int key)
{
switch(key)
{
case XK_Shift_L : case XK_Shift_R :
case XK_Control_L: case XK_Control_R :
case XK_Alt_L : case XK_Alt_R :
case XK_Super_L : case XK_Super_R :
case XK_Caps_Lock: case XK_Shift_Lock:
case XK_BackSpace: case XK_Delete :
case XK_Left : case XK_Right :
case XK_Up : case XK_Down :
case XK_Prior : case XK_Next :
case XK_Home : case XK_End :
case XK_Insert : case XK_Return :
return true;
}
return false;
}
// Functions
bool ImGui_ImplX11_Init(void *display)
{
@ -36,7 +62,7 @@ bool ImGui_ImplX11_Init(void *display)
clock_getres(CLOCK_MONOTONIC_RAW, &tsres);
clock_gettime(CLOCK_MONOTONIC_RAW, &ts);
g_TicksPerSecond = 100000000 / (static_cast<uint64_t>(tsres.tv_nsec) + static_cast<uint64_t>(tsres.tv_sec)*1000000000);
g_TicksPerSecond = 1000000000.0f / (static_cast<uint64_t>(tsres.tv_nsec) + static_cast<uint64_t>(tsres.tv_sec)*1000000000);
g_Time = static_cast<uint64_t>(ts.tv_nsec) + static_cast<uint64_t>(ts.tv_sec)*1000000000;
//if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
@ -74,29 +100,6 @@ bool ImGui_ImplX11_Init(void *display)
io.KeyMap[ImGuiKey_X] = XKeysymToKeycode(g_Display, XK_X);
io.KeyMap[ImGuiKey_Y] = XKeysymToKeycode(g_Display, XK_Y);
io.KeyMap[ImGuiKey_Z] = XKeysymToKeycode(g_Display, XK_Z);
/*
io.KeyMap[ImGuiKey_Tab] = -1;
io.KeyMap[ImGuiKey_LeftArrow] = -1;
io.KeyMap[ImGuiKey_RightArrow] = -1;
io.KeyMap[ImGuiKey_UpArrow] = -1;
io.KeyMap[ImGuiKey_DownArrow] = -1;
io.KeyMap[ImGuiKey_PageUp] = -1;
io.KeyMap[ImGuiKey_PageDown] = -1;
io.KeyMap[ImGuiKey_Home] = -1;
io.KeyMap[ImGuiKey_End] = -1;
io.KeyMap[ImGuiKey_Insert] = -1;
io.KeyMap[ImGuiKey_Delete] = -1;
io.KeyMap[ImGuiKey_Backspace] = -1;
io.KeyMap[ImGuiKey_Space] = -1;
io.KeyMap[ImGuiKey_Enter] = -1;
io.KeyMap[ImGuiKey_Escape] = -1;
io.KeyMap[ImGuiKey_A] = -1;
io.KeyMap[ImGuiKey_C] = -1;
io.KeyMap[ImGuiKey_V] = -1;
io.KeyMap[ImGuiKey_X] = -1;
io.KeyMap[ImGuiKey_Y] = -1;
io.KeyMap[ImGuiKey_Z] = -1;
*/
return true;
}
@ -140,7 +143,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
return true;
}
static void ImGui_ImplWin32_UpdateMousePos()
static void ImGui_ImplWin32_UpdateMousePos(Window window)
{
ImGuiIO& io = ImGui::GetIO();
@ -153,17 +156,14 @@ static void ImGui_ImplWin32_UpdateMousePos()
//}
// Set mouse position
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
Window rootWnd = DefaultRootWindow(g_Display);
Window unused_window;
int rx, ry, x, y;
unsigned int mask;
XQueryPointer(g_Display, rootWnd, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
XQueryPointer(g_Display, window, &unused_window, &unused_window, &rx, &ry, &x, &y, &mask);
io.MousePos.x = rx;
io.MousePos.y = ry;
io.MousePos.x = x;
io.MousePos.y = y;
}
/* TODO: support linux gamepad ?
@ -219,7 +219,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
}
*/
void ImGui_ImplX11_NewFrame()
void ImGui_ImplX11_NewFrame(void* window)
{
ImGuiIO& io = ImGui::GetIO();
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().");
@ -233,7 +233,7 @@ void ImGui_ImplX11_NewFrame()
int unused_int;
unsigned int unused_unsigned_int;
XGetGeometry(g_Display, rootWnd, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
XGetGeometry(g_Display, (Window)window, &unused_window, &unused_int, &unused_int, &width, &height, &unused_unsigned_int, &unused_unsigned_int);
io.DisplaySize.x = width;
io.DisplaySize.y = height;
@ -246,37 +246,37 @@ void ImGui_ImplX11_NewFrame()
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
/*
// Read keyboard modifiers inputs
io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
char keys[32];
XQueryKeymap(g_Display, keys);
io.KeyCtrl = GetKeyState(XK_Control_L, keys);
io.KeyShift = GetKeyState(XK_Shift_L, keys);
io.KeyAlt = GetKeyState(XK_Alt_L, keys);
io.KeySuper = false;
// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
*/
// Update OS mouse position
ImGui_ImplWin32_UpdateMousePos();
ImGui_ImplWin32_UpdateMousePos((Window)window);
/*
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (g_LastMouseCursor != mouse_cursor)
{
g_LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
ImGui_ImplX11_UpdateMouseCursor();
}
*/
// Update game controllers (if enabled and available)
//ImGui_ImplWin32_UpdateGamepads();
//ImGui_ImplX11_UpdateGamepads();
}
// Process Win32 mouse/keyboard inputs.
// Process X11 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// 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.
// 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.
IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event)
{
if (ImGui::GetCurrentContext() == NULL)
@ -286,58 +286,53 @@ IMGUI_IMPL_API int ImGui_ImplX11_EventHandler(XEvent &event)
switch (event.type)
{
case ButtonPress:
switch(event.xbutton.button )
case ButtonRelease:
switch(event.xbutton.button)
{
case Button1: case Button2: case Button3:
io.MouseDown[event.xbutton.button-1] = true;
case Button1:
io.MouseDown[0] = event.type == ButtonPress;
break;
case Button2:
io.MouseDown[2] = event.type == ButtonPress;
break;
case Button3:
io.MouseDown[1] = event.type == ButtonPress;
break;
case Button4: // Mouse wheel up
event.xbutton.button = Button4;
//io.MouseWheel += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
if( event.type == ButtonPress )
io.MouseWheel += 1;
return 0;
case Button5: // Mouse wheel down
event.xbutton.button = Button5;
//io.MouseWheelH += (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA;
if( event.type == ButtonPress )
io.MouseWheel -= 1;
return 0;
}
break;
case ButtonRelease:
switch(event.xbutton.button )
{
case Button1: case Button2: case Button3:
io.MouseDown[event.xbutton.button-1] = false;
break;
}
break;
case KeyPress:
case KeyRelease:
break;
{
int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
if( IsKeySys(key) )
io.KeysDown[event.xkey.keycode] = true;
else
io.AddInputCharacter(key);
return 0;
}
case MotionNotify:
io.MousePos.x = event.xmotion.x;
io.MousePos.y = event.xmotion.y;
break;
case KeyRelease:
{
int key = XKeycodeToKeysym(g_Display, event.xkey.keycode, event.xkey.state & ShiftMask ? 1 : 0);
if( IsKeySys(key) )
io.KeysDown[event.xkey.keycode] = false;
return 0;
}
}
/*
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return 0;
case WM_KEYUP:
case WM_SYSKEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
io.AddInputCharacter((unsigned int)wParam);
return 0;
case WM_DEVICECHANGE:
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
g_WantUpdateHasGamepad = true;

View file

@ -11,7 +11,7 @@
IMGUI_IMPL_API bool ImGui_ImplX11_Init(void* display);
IMGUI_IMPL_API void ImGui_ImplX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplX11_NewFrame(void* window);
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.