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Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released.
Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
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@ -84,12 +84,14 @@ Other Changes:
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- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
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- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
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on Wayland). (#2800, #2802) [@NeroBurner]
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- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can
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correctly report the key release in every cases (e.g. when using Win+V) causing problems with some
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widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult
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and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
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- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
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XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
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the later may be problematic if compiling with recent Windows SDK and you want your app to run
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on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
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- Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends,
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even if realistically it is difficult to make good use of under Windows.
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- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
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- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
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settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
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@ -122,7 +122,11 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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#ifdef _WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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#endif
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}
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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@ -115,7 +115,11 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
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io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
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io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
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#ifdef _WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
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#endif
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return true;
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}
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}
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@ -28,7 +28,6 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-01-17: Inputs: Added support for io.KeySuper (Windows key) for consistency with other backends, even if realistically it is difficult to make good use of under Windows.
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// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
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@ -230,7 +229,7 @@ void ImGui_ImplWin32_NewFrame()
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io.KeyCtrl = (::GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (::GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (::GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = ((::GetKeyState(VK_LWIN) | ::GetKeyState(VK_RWIN)) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown[], io.MousePos, io.MouseDown[], io.MouseWheel: filled by the WndProc handler below.
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// Update OS mouse position
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