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New ImGui IO event API #23

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New ImGui IO event API #23

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jonpas
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@jonpas jonpas commented Feb 24, 2024

This pull request reworks the Unreal backend for ImGui to use the new IO event API introduced in ImGui 1.87.

Most of the intermediate storage has been removed in this project as core ImGui now handles it correctly even at low framerates. Certain missing keybinds have been added (such as Super/Command).

It is advisable for users of this project to thoroughly review and test this before it is merged.

@jonpas jonpas added the enhancement New feature or request label Feb 24, 2024
{
if (MouseIndex < Utilities::GetArraySize(MouseButtonsDown))
const ImGuiKey& ImKey = ImGuiInterops::UnrealToImGuiKey(Key);
IO.AddKeyEvent(ImKey, bIsDown);

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The UnrealToImGuiKey has ImGuiKey_LeftShift, ImGuiKey_RightShift, ImGuiKey_LeftControl, ImGuiKey_RightControl, ImGuiKey_LeftAlt, ImGuiKey_RightAlt, ImGuiKey_LeftSuper and ImGuiKey_RightSuper But we also need to pass events for ImGuiKey_ModShift, ImGuiKey_ModControl, ImGuiKey_ModAlt and ImGuiKey_ModSuper.

Maybe you can have a UnrealToImGuiModKeyMap map UnrealToImGuiKeyMap just like as:

{
    EKeys::LeftShift : ImGuiKey_ModShift,
    EKeys::RigthShift : ImGuiKey_ModShift,
    EKeys::LeftControl : ImGuiKey_ModCtrl,
    EKeys::RightControl : ImGuiKey_ModCtrl,
    EKeys::LeftAlt : ImGuiKey_ModAlt,
    EKeys::RightAlt : ImGuiKey_ModAlt,
    EKeys::LeftCommand : ImGuiKey_ModSuper,
    EKeys::RightCommand : ImGuiKey_ModSuper,
}

And then:

if(ImGuiInterops::UnrealToImGuiModKey(Key) != ImGuiKey_None)
{
    // Will need UnrealToImGuiModKey function just like UnrealToImGuiKey, maybe without the log
    IO.AddKeyEvent(ImGuiInterops::UnrealToImGuiModKey(Key), bIsDown);
}

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Without these anything that uses Mod keys break with this PR change

@dyanikoglu
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Is this properly tested? I gave it a try but keyboard & gamepad navigations both not working anymore after applying the diff.

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4 participants