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(Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921)
This commit is contained in:
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Clipboard support (from Allegro 5.1.12)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Issues:
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@ -3,7 +3,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Clipboard support (from Allegro 5.1.12)
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Issues:
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@ -2,7 +2,7 @@
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
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// Implemented features:
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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// Missing features:
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// [ ] Platform: Clipboard support.
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@ -2,7 +2,7 @@
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// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
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// Implemented features:
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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// Missing features:
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// [ ] Platform: Clipboard support.
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@ -6,7 +6,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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@ -5,7 +5,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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@ -6,7 +6,7 @@
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// Implemented features:
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// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// [ ] Platform: Missing horizontal mouse wheel support.
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@ -6,7 +6,7 @@
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// !!! Nowadays, prefer using GLFW or SDL instead!
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// Implemented features:
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// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// [ ] Platform: Missing horizontal mouse wheel support.
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@ -6,7 +6,7 @@
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// Implemented features:
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: IME support.
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@ -6,7 +6,7 @@
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// Implemented features:
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Mouse support. Can discriminate Mouse/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: IME support.
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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@ -5,7 +5,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
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@ -7,7 +7,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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@ -7,7 +7,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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@ -4,7 +4,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// Implemented features:
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// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
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// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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Breaking changes:
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- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
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- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
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- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
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- Pre-1.87 backends are not supported:
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- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
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- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
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- For more reference:
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- read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88.
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- read https://github.com/ocornut/imgui/issues/4921
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- If you have trouble updating a very old codebase using legacy backend-specific key codes:
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consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest.
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Other changes:
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- Selectable: selected Selectables use ImGuiCol_Header instead of an arbitrary lerp
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
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//---- Disable all of Dear ImGui or don't implement standard windows/tools.
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// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
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173
imgui.cpp
173
imgui.cpp
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- Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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- For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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- BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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- If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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@ -430,6 +429,16 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before)
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- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
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- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
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- pre-1.87 backends are not supported:
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- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
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- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
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- for more reference:
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- read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88.
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- read https://github.com/ocornut/imgui/issues/4921
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- if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest.
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- 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete).
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- 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
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moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!).
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@ -1390,10 +1399,6 @@ ImGuiIO::ImGuiIO()
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IniSavingRate = 5.0f;
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IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
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LogFilename = "imgui_log.txt";
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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for (int i = 0; i < ImGuiKey_COUNT; i++)
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KeyMap[i] = -1;
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#endif
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UserData = NULL;
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Fonts = NULL;
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@ -1456,8 +1461,6 @@ ImGuiIO::ImGuiIO()
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for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
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for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
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AppAcceptingEvents = true;
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BackendUsingLegacyKeyArrays = (ImS8)-1;
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BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
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}
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// Pass in translated ASCII characters for text input.
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@ -1538,9 +1541,6 @@ void ImGuiIO::ClearEventsQueue()
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// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
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void ImGuiIO::ClearInputKeys()
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{
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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memset(KeysDown, 0, sizeof(KeysDown));
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#endif
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for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
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{
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if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET)))
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@ -1625,17 +1625,6 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
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else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
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}
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|
||||
// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
|
||||
if (BackendUsingLegacyKeyArrays == -1)
|
||||
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
|
||||
IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
|
||||
BackendUsingLegacyKeyArrays = 0;
|
||||
#endif
|
||||
if (ImGui::IsGamepadKey(key))
|
||||
BackendUsingLegacyNavInputArray = false;
|
||||
|
||||
// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
|
||||
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
|
||||
const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
|
||||
@ -1671,20 +1660,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
|
||||
return;
|
||||
IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
|
||||
IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
|
||||
IM_UNUSED(native_keycode); // Yet unused
|
||||
IM_UNUSED(native_scancode); // Yet unused
|
||||
|
||||
// Build native->imgui map so old user code can still call key functions with native 0..511 values.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
|
||||
if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
|
||||
return;
|
||||
KeyMap[legacy_key] = key;
|
||||
KeyMap[key] = legacy_key;
|
||||
#else
|
||||
IM_UNUSED(key);
|
||||
IM_UNUSED(native_legacy_index);
|
||||
#endif
|
||||
IM_UNUSED(key); // Yet unused
|
||||
IM_UNUSED(native_keycode); // Yet unused
|
||||
IM_UNUSED(native_scancode); // Yet unused
|
||||
IM_UNUSED(native_legacy_index); // Yet unused
|
||||
}
|
||||
|
||||
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
|
||||
@ -8928,27 +8907,10 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
|
||||
if (key & ImGuiMod_Mask_)
|
||||
key = ConvertSingleModFlagToKey(key);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
|
||||
if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
|
||||
key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native
|
||||
#else
|
||||
IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
|
||||
#endif
|
||||
return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
|
||||
}
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
// Formally moved to obsolete section in 1.90.5 in spite of documented as obsolete since 1.87
|
||||
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(IsNamedKey(key));
|
||||
const ImGuiKeyData* key_data = GetKeyData(key);
|
||||
return (ImGuiKey)(key_data - g.IO.KeysData);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
|
||||
static const char* const GKeyNames[] =
|
||||
{
|
||||
@ -8980,18 +8942,7 @@ const char* ImGui::GetKeyName(ImGuiKey key)
|
||||
{
|
||||
if (key == ImGuiKey_None)
|
||||
return "None";
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
|
||||
#else
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (IsLegacyKey(key))
|
||||
{
|
||||
if (g.IO.KeyMap[key] == -1)
|
||||
return "N/A";
|
||||
IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
|
||||
key = (ImGuiKey)g.IO.KeyMap[key];
|
||||
}
|
||||
#endif
|
||||
if (key & ImGuiMod_Mask_)
|
||||
key = ConvertSingleModFlagToKey(key);
|
||||
if (!IsNamedKey(key))
|
||||
@ -9635,74 +9586,6 @@ static void ImGui::UpdateKeyboardInputs()
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
|
||||
io.ClearInputKeys();
|
||||
|
||||
// Import legacy keys or verify they are not used
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
if (io.BackendUsingLegacyKeyArrays == 0)
|
||||
{
|
||||
// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
|
||||
for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
|
||||
IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (g.FrameCount == 0)
|
||||
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
|
||||
IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
|
||||
|
||||
// Build reverse KeyMap (Named -> Legacy)
|
||||
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
|
||||
if (io.KeyMap[n] != -1)
|
||||
{
|
||||
IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
|
||||
io.KeyMap[io.KeyMap[n]] = n;
|
||||
}
|
||||
|
||||
// Import legacy keys into new ones
|
||||
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
|
||||
if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
|
||||
{
|
||||
const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
|
||||
IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
|
||||
io.KeysData[key].Down = io.KeysDown[n];
|
||||
if (key != n)
|
||||
io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
|
||||
io.BackendUsingLegacyKeyArrays = 1;
|
||||
}
|
||||
if (io.BackendUsingLegacyKeyArrays == 1)
|
||||
{
|
||||
GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
|
||||
GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
|
||||
GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
|
||||
GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
|
||||
if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
|
||||
{
|
||||
#define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
|
||||
#define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
|
||||
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
|
||||
#undef NAV_MAP_KEY
|
||||
}
|
||||
#endif
|
||||
|
||||
// Update aliases
|
||||
for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
|
||||
UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
|
||||
@ -10100,13 +9983,6 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
|
||||
key_changed_mask.SetBit(key_data_index);
|
||||
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
|
||||
key_changed_nonchar = true;
|
||||
|
||||
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
io.KeysDown[key_data_index] = key_data->Down;
|
||||
if (io.KeyMap[key_data_index] != -1)
|
||||
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
|
||||
#endif
|
||||
}
|
||||
else if (e->Type == ImGuiInputEventType_Text)
|
||||
{
|
||||
@ -10468,14 +10344,6 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
|
||||
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
|
||||
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
|
||||
IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
|
||||
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
|
||||
|
||||
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
|
||||
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
|
||||
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
|
||||
#endif
|
||||
|
||||
// Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way.
|
||||
if (g.IO.ConfigErrorRecovery)
|
||||
@ -15732,18 +15600,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
{
|
||||
Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
|
||||
{
|
||||
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
|
||||
// User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
|
||||
Indent();
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
|
||||
#else
|
||||
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
|
||||
//Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
|
||||
#endif
|
||||
Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
|
||||
Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
|
||||
Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
|
||||
Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
|
||||
Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
|
||||
Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
|
||||
Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
|
||||
Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
|
||||
DebugRenderKeyboardPreview(GetWindowDrawList());
|
||||
|
57
imgui.h
57
imgui.h
@ -29,7 +29,7 @@
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||
#define IMGUI_VERSION "1.91.5 WIP"
|
||||
#define IMGUI_VERSION_NUM 19143
|
||||
#define IMGUI_VERSION_NUM 19144
|
||||
#define IMGUI_HAS_TABLE
|
||||
|
||||
/*
|
||||
@ -961,9 +961,8 @@ namespace ImGui
|
||||
|
||||
// Inputs Utilities: Keyboard/Mouse/Gamepad
|
||||
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
|
||||
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
|
||||
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
|
||||
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
|
||||
// - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
|
||||
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
|
||||
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
|
||||
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
|
||||
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
|
||||
@ -1415,15 +1414,10 @@ enum ImGuiSortDirection : ImU8
|
||||
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
|
||||
};
|
||||
|
||||
// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
|
||||
#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
|
||||
#define IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
#endif
|
||||
|
||||
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
|
||||
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
|
||||
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
|
||||
// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
|
||||
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
|
||||
// Support for legacy keys was completely removed in 1.91.5.
|
||||
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
|
||||
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
|
||||
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
|
||||
enum ImGuiKey : int
|
||||
@ -1535,19 +1529,12 @@ enum ImGuiKey : int
|
||||
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
|
||||
ImGuiMod_Mask_ = 0xF000, // 4-bits
|
||||
|
||||
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
|
||||
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
|
||||
// If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
|
||||
// [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
|
||||
ImGuiKey_NamedKey_BEGIN = 512,
|
||||
ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
|
||||
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
|
||||
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
|
||||
#else
|
||||
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
|
||||
ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
|
||||
#endif
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
|
||||
@ -1581,18 +1568,6 @@ enum ImGuiInputFlags_
|
||||
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
|
||||
};
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
|
||||
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
|
||||
// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
|
||||
enum ImGuiNavInput
|
||||
{
|
||||
ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
|
||||
ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
|
||||
ImGuiNavInput_COUNT,
|
||||
};
|
||||
#endif
|
||||
|
||||
// Configuration flags stored in io.ConfigFlags. Set by user/application.
|
||||
enum ImGuiConfigFlags_
|
||||
{
|
||||
@ -2425,20 +2400,18 @@ struct ImGuiIO
|
||||
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
|
||||
bool AppFocusLost; // Only modify via AddFocusEvent()
|
||||
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
|
||||
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
|
||||
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
|
||||
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
|
||||
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
|
||||
|
||||
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
|
||||
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
|
||||
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
|
||||
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
|
||||
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
|
||||
// Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
|
||||
// Read https://github.com/ocornut/imgui/issues/4921 for details.
|
||||
//int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
|
||||
//bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
|
||||
//float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
|
||||
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
|
||||
#endif
|
||||
|
||||
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
|
||||
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
|
||||
@ -3617,9 +3590,6 @@ namespace ImGui
|
||||
// OBSOLETED in 1.89.4 (from March 2023)
|
||||
static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
|
||||
static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
|
||||
// OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
|
||||
IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
|
||||
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
|
||||
|
||||
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
|
||||
//-- OBSOLETED in 1.89 (from August 2022)
|
||||
@ -3627,6 +3597,9 @@ namespace ImGui
|
||||
//-- OBSOLETED in 1.88 (from May 2022)
|
||||
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
|
||||
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
|
||||
//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
|
||||
//IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
|
||||
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
|
||||
//-- OBSOLETED in 1.86 (from November 2021)
|
||||
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
|
||||
//-- OBSOLETED in 1.85 (from August 2021)
|
||||
|
@ -7370,13 +7370,8 @@ static void ShowDemoWindowInputs()
|
||||
// displaying the data for old/new backends.
|
||||
// User code should never have to go through such hoops!
|
||||
// You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
|
||||
ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;
|
||||
#else
|
||||
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
|
||||
ImGuiKey start_key = (ImGuiKey)0;
|
||||
#endif
|
||||
ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }
|
||||
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
|
||||
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
|
||||
@ -7699,9 +7694,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user