2024-05-24 15:27:30 -04:00

144 lines
5.8 KiB
Rust

use imgui::*;
mod support;
fn main() {
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 = String::new();
support::simple_init(file!(), move |_, ui| {
ui.window("Means of accessing key state")
.size([500.0, 300.0], Condition::FirstUseEver)
.build(|| {
// 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_multiline(
"##Dummy text input widget",
&mut text_buffer,
[100.0, 100.0],
)
// .do_not_resize() if you pass this, then this won't resize!
// .hint("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,
if ui.is_key_down(Key::Home) {
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_released(Key::F1) {
// 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));
});
});
}