UnrealImGui/Source/ImGui/Private/ImGuiInputState.cpp

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// Distributed under the MIT License (MIT) (see accompanying LICENSE file)
#include "ImGuiPrivatePCH.h"
#include "ImGuiInputState.h"
FImGuiInputState::FImGuiInputState()
{
ResetState();
}
void FImGuiInputState::AddCharacter(TCHAR Char)
{
static_assert(sizeof(TCHAR) <= sizeof(InputCharacters[0]), "Size of elements in Input Characters buffer is smaller than size of 'TCHAR'. Possible truncation.");
if (InputCharactersNum < Utilities::GetArraySize(InputCharacters))
{
InputCharacters[InputCharactersNum++] = static_cast<ImWchar>(Char);
InputCharacters[InputCharactersNum] = 0;
}
}
void FImGuiInputState::SetKeyDown(uint32 KeyIndex, bool bIsDown)
{
if (KeyIndex < Utilities::GetArraySize(KeysDown))
{
if (KeysDown[KeyIndex] != bIsDown)
{
KeysDown[KeyIndex] = bIsDown;
KeysUpdateRange.AddPosition(KeyIndex);
}
}
}
void FImGuiInputState::SetMouseDown(uint32 MouseIndex, bool bIsDown)
{
if (MouseIndex < Utilities::GetArraySize(MouseButtonsDown))
{
if (MouseButtonsDown[MouseIndex] != bIsDown)
{
MouseButtonsDown[MouseIndex] = bIsDown;
MouseButtonsUpdateRange.AddPosition(MouseIndex);
}
}
}
void FImGuiInputState::Reset(bool bKeyboard, bool bMouse)
{
if (bKeyboard)
{
ClearCharacters();
ClearKeys();
}
if (bMouse)
{
ClearMouseButtons();
ClearMouseAnalogue();
}
if (bKeyboard && bMouse)
{
ClearModifierKeys();
}
}
void FImGuiInputState::ClearUpdateState()
{
if (InputCharactersNum > 0)
{
ClearCharacters();
}
KeysUpdateRange.SetEmpty();
MouseButtonsUpdateRange.SetEmpty();
MouseWheelDelta = 0.f;
}
void FImGuiInputState::ClearCharacters()
{
using std::fill;
fill(InputCharacters, &InputCharacters[Utilities::GetArraySize(InputCharacters)], 0);
InputCharactersNum = 0;
}
void FImGuiInputState::ClearKeys()
{
using std::fill;
fill(KeysDown, &KeysDown[Utilities::GetArraySize(KeysDown)], false);
// Expand update range because keys array has been updated.
KeysUpdateRange.SetFull();
}
void FImGuiInputState::ClearMouseButtons()
{
using std::fill;
fill(MouseButtonsDown, &MouseButtonsDown[Utilities::GetArraySize(MouseButtonsDown)], false);
// Expand update range because mouse buttons array has been updated.
MouseButtonsUpdateRange.SetFull();
}
void FImGuiInputState::ClearMouseAnalogue()
{
MousePosition = FVector2D::ZeroVector;
MouseWheelDelta = 0.f;
}
void FImGuiInputState::ClearModifierKeys()
{
bIsControlDown = false;
bIsShiftDown = false;
bIsAltDown = false;
}