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Merge pull request #463 from dbr/key-by-index
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thomcc authored Apr 3, 2021
2 parents 8deeab9 + 7b3012c commit c68e29f
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4 changes: 4 additions & 0 deletions CHANGELOG.markdown
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Expand Up @@ -26,6 +26,10 @@
- Upgrade to [Dear ImGui v1.81](https://github.com/ocornut/imgui/releases/tag/v1.81)
- BREAKING: `imgui::ListBox::calculate_size(items_count: ..., height_in_items: ...)` has been removed as the function backing it has been marked as obsolete. The recommended approach is to calculate the size yourself and use `.size(...)` (or use the default auto-calculated size)

- Restored methods to access keyboard based on backend-defined keyboard map indexes. These allow access to most keys, not just those defined in the small subset of `imgui::Keys` (note the available keys may be expanded in future by [imgui PR #2625](https://github.com/ocornut/imgui/pull/2625))
- The new methods on `imgui::Ui` are `is_key_index_down`, `is_key_index_pressed`, `is_key_index_pressed_no_repeat`, `is_key_index_released`, `is_key_index_released`
- For example `ui.is_key_released(imgui::Key::A)` is same as `ui.is_key_index_released(winit::events::VirtualKeyCode::A as i32)` when using the winit backend

## [0.7.0] - 2021-02-04

- Upgrade to [Dear ImGui v1.80](https://github.com/ocornut/imgui/releases/tag/v1.80). (Note that the new table functionality is not yet supported, however)
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141 changes: 141 additions & 0 deletions imgui-examples/examples/keyboard.rs
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@@ -0,0 +1,141 @@
use imgui::*;

mod support;

fn main() {
let system = support::init(file!());
let mut press_counter = 0u32;
let mut press_no_repeat_counter = 0u32;
let mut release_counter = 0u32;
let mut ctrl_a_counter = 0u32;
let mut uncaptured_counter = 0u32;
let mut home_counter = 0u32;
let mut f1_release_count = 0u32;
let mut text_buffer = ImString::new("");

system.main_loop(move |_, ui| {
Window::new(im_str!("Means of accessing key state"))
.size([500.0, 300.0], Condition::FirstUseEver)
.build(ui, || {
// You can check if a key is currently held down
if ui.is_key_down(Key::A) {
ui.text("The A key is down!");
} else {
ui.text("The A key is not down");
}

// You can also check if the key has been pressed
// down, which is true for one frame. This has "key
// repeat" so will be true again based on the repeat
// delay and rate.
if ui.is_key_pressed(Key::A) {
press_counter += 1;
}
ui.text(format!(
"The A key has been pressed {} times",
press_counter
));

// You can also check if the key has been pressed
// down, which is true for one frame. This has "key
// repeat" so will be true again based on the repeat
// delay and rate.
if ui.is_key_pressed_no_repeat(Key::A) {
press_no_repeat_counter += 1;
}
ui.text(format!(
"The A key has been pressed {} times (ignoring key repeat)",
press_no_repeat_counter
));

// Note due to the key-repeat behaviour that the key
// may be pressed more often than it is released.
if ui.is_key_released(Key::A) {
release_counter += 1;
}
ui.text(format!(
"The A key has been released {} times",
release_counter
));

// Modifiers are accessed via bools on the `imgui::Io`
// struct,
if ui.io().key_ctrl {
ui.text("Ctrl is down!");
} else {
ui.text("Ctrl is up!");
}

// Using modifiers in conjunction with key press
// events is simple:
if ui.io().key_ctrl && ui.is_key_released(Key::A) {
ctrl_a_counter += 1;
}
ui.text(format!(
"The Ctrl+A key has been released {} times",
ctrl_a_counter
));

// Note that `is_key_released` gives the state of the
// key regardless of what widget has focus, for
// example, if you try to type into this input, the
// above interaction still counts the key presses.
ui.input_text(im_str!("##Dummy text input widget"), &mut text_buffer)
.resize_buffer(true) // Auto-resize ImString as required
.hint(im_str!("Example text input"))
.build();

// If you want to check if a widget is capturing
// keyboard input, you can check
// `Io::want_capture_keyboard`
if !ui.io().want_capture_keyboard && ui.is_key_pressed(Key::A) {
uncaptured_counter += 1;
}
ui.text(format!(
"There has been {} uncaptured A key presses",
uncaptured_counter
));

// These examples all use `Key::A`. The `imgui::Key`
// enum only contains the few keys which imgui
// internally uses (such as for the `Ctrl + A` select
// all shortcut). This may expand in future versions
// of imgui, but will likely never contain every
// possible key
//
// Instead we can use keys using an index, the meaning
// of which is defined by the implementation of "IO"
// backend.
//
// For example, in the `WinitPlatform` backend each
// key is indexed by it's integer value of
// `winit::VirtualKeyCode`. So we can query if a key
// is down based on it's virtual key code,

let home_key_idx = 65; // Hardcoded for imgui-examples only, instead use `winit::event::VirtualKeyCode::Home`
if ui.io().keys_down[home_key_idx as usize] {
home_counter += 1;
}
ui.text(format!("Home has been pressed for {} frames", home_counter));
// It is important to remember that unlike using
// `imgui::Key`, there is nothing enforcing the index
// is the key you expect. For example if you hardcode
// your key ID's and switch backends, you may be
// querying different keys!
if ui.io().keys_down[123] {
// A mystery key is down!
}

// It is also possible to use the `is_key_...` methods
// with arbitrary key indexes. For example, to check
// if the F1 key is been pressed

if ui.is_key_index_released(37) {
// Index is hardcoded for imgui-examples only, instead do this:
//if ui.is_key_index_released(winit::event::VirtualKeyCode::F1 as i32) {
f1_release_count += 1;
}
ui.text(format!("F1 has been released {} times", f1_release_count));
});
});
}
45 changes: 45 additions & 0 deletions imgui/src/input/keyboard.rs
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Expand Up @@ -107,6 +107,14 @@ impl<'ui> Ui<'ui> {
#[doc(alias = "IsKeyDown")]
pub fn is_key_down(&self, key: Key) -> bool {
let key_index = self.key_index(key);
self.is_key_index_down(key_index)
}

/// Same as [`is_key_down`] but takes a key index. The meaning of
/// index is defined by your backend implementation.
#[inline]
#[doc(alias = "IsKeyDown")]
pub fn is_key_index_down(&self, key_index: i32) -> bool {
unsafe { sys::igIsKeyDown(key_index) }
}

Expand All @@ -117,15 +125,36 @@ impl<'ui> Ui<'ui> {
#[doc(alias = "IsKeyPressed")]
pub fn is_key_pressed(&self, key: Key) -> bool {
let key_index = self.key_index(key);
self.is_key_index_pressed(key_index)
}

/// Same as [`is_key_pressed`] but takes a key index.
///
/// The meaning of index is defined by your backend
/// implementation.
#[inline]
#[doc(alias = "IsKeyPressed")]
pub fn is_key_index_pressed(&self, key_index: i32) -> bool {
unsafe { sys::igIsKeyPressed(key_index, true) }
}

/// Returns true if the key was pressed (went from !down to down).
///
/// Is **not** affected by key repeat settings (`io.key_repeat_delay`, `io.key_repeat_rate`)
#[inline]
#[doc(alias = "IsKeyPressed")]
pub fn is_key_pressed_no_repeat(&self, key: Key) -> bool {
let key_index = self.key_index(key);
self.is_key_index_pressed_no_repeat(key_index)
}

/// Same as [`is_key_pressed_no_repeat`] but takes a key index.
///
/// The meaning of index is defined by your backend
/// implementation.
#[inline]
#[doc(alias = "IsKeyPressed")]
pub fn is_key_index_pressed_no_repeat(&self, key_index: i32) -> bool {
unsafe { sys::igIsKeyPressed(key_index, false) }
}

Expand All @@ -134,6 +163,16 @@ impl<'ui> Ui<'ui> {
#[doc(alias = "IsKeyReleased")]
pub fn is_key_released(&self, key: Key) -> bool {
let key_index = self.key_index(key);
self.is_key_index_released(key_index)
}

/// Same as [`is_key_released`] but takes a key index.
///
/// The meaning of index is defined by your backend
/// implementation.
#[inline]
#[doc(alias = "IsKeyReleased")]
pub fn is_key_index_released(&self, key_index: i32) -> bool {
unsafe { sys::igIsKeyReleased(key_index) }
}

Expand All @@ -145,6 +184,12 @@ impl<'ui> Ui<'ui> {
#[doc(alias = "GetKeyPressedAmount")]
pub fn key_pressed_amount(&self, key: Key, repeat_delay: f32, rate: f32) -> u32 {
let key_index = self.key_index(key);
self.key_index_pressed_amount(key_index, repeat_delay, rate)
}

#[inline]
#[doc(alias = "GetKeyPressedAmount")]
pub fn key_index_pressed_amount(&self, key_index: i32, repeat_delay: f32, rate: f32) -> u32 {
unsafe { sys::igGetKeyPressedAmount(key_index, repeat_delay, rate) as u32 }
}

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