/* * ImGuiInputHandler - ImGui/SDL2-based input mapping for GUI mode */ #pragma once #include #include #include "InputHandler.h" union SDL_Event; // fwd decl to avoid including SDL here (SDL defines SDL_Event as a union) class ImGuiInputHandler final : public InputHandler { public: ImGuiInputHandler() = default; ~ImGuiInputHandler() override = default; void Attach(Editor *ed) override { ed_ = ed; } // Translate an SDL event to editor command and enqueue if applicable. // Returns true if it produced a mapped command or consumed input. bool ProcessSDLEvent(const SDL_Event &e); bool Poll(MappedInput &out) override; private: std::mutex mu_; std::queue q_; bool k_prefix_ = false; bool k_ctrl_pending_ = false; // if true, next k-suffix is treated as Ctrl- (qualifier via literal 'C' or '^') // Treat ESC as a Meta prefix: next key is looked up via ESC keymap bool esc_meta_ = false; // When a printable keydown generated a non-text command, suppress the very next SDL_TEXTINPUT // event produced by SDL for the same keystroke to avoid inserting stray characters. bool suppress_text_input_once_ = false; Editor *ed_ = nullptr; // attached editor for editor-owned uarg handling // Accumulators for high-resolution (trackpad) scrolling. We emit one scroll // command per whole step and keep the fractional remainder. float wheel_accum_y_ = 0.0f; float wheel_accum_x_ = 0.0f; // reserved for future horizontal scrolling };