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@ -70,6 +70,9 @@ Other Changes:
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- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
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- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
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of ColorEdit3/ColorEdit4 functions to either side of the inputs.
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- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to
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specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure
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until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
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- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit()
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returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit()
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when clicking the color button to open the picker popup. (#1875)
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@ -15,6 +15,7 @@
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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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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
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// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-11-30: Platform: Added touchscreen support.
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@ -281,8 +282,8 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
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io.KeyMap[ImGuiKey_EnterSecondary] = ALLEGRO_KEY_PAD_ENTER;
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io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
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io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
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io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
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io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
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@ -15,6 +15,7 @@
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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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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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@ -150,8 +151,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_EnterSecondary] = GLFW_KEY_KP_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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@ -59,6 +59,7 @@ bool ImGui_ImplGLUT_Init()
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io.KeyMap[ImGuiKey_Space] = ' ';
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io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_Escape] = 27;
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io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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@ -12,6 +12,7 @@
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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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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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@ -234,8 +235,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
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io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
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io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
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io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
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io.KeyMap[ImGuiKey_EnterSecondary] = s3eKeyNumPadEnter;
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io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
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io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
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io.KeyMap[ImGuiKey_A] = s3eKeyA;
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io.KeyMap[ImGuiKey_C] = s3eKeyC;
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io.KeyMap[ImGuiKey_V] = s3eKeyV;
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@ -61,8 +61,8 @@ bool ImGui_ImplOSX_Init()
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io.KeyMap[ImGuiKey_Backspace] = 127;
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io.KeyMap[ImGuiKey_Space] = 32;
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io.KeyMap[ImGuiKey_Enter] = 13;
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io.KeyMap[ImGuiKey_EnterSecondary] = 13;
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io.KeyMap[ImGuiKey_Escape] = 27;
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io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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@ -17,6 +17,7 @@
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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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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
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@ -143,8 +144,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
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io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
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io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
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io.KeyMap[ImGuiKey_EnterSecondary] = SDL_SCANCODE_RETURN2;
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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@ -77,8 +77,8 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Space] = VK_SPACE;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_EnterSecondary] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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2
imgui.h
2
imgui.h
@ -940,8 +940,8 @@ enum ImGuiKey_
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ImGuiKey_Backspace,
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ImGuiKey_Space,
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ImGuiKey_Enter,
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ImGuiKey_EnterSecondary,
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ImGuiKey_Escape,
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ImGuiKey_KeyPadEnter,
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ImGuiKey_A, // for text edit CTRL+A: select all
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ImGuiKey_C, // for text edit CTRL+C: copy
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ImGuiKey_V, // for text edit CTRL+V: paste
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@ -3653,7 +3653,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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}
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state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
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}
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else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_EnterSecondary))
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else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
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{
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bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
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if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
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