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Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
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@ -113,10 +113,13 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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g_PrevUserCallbackKey(window, key, scancode, action, mods);
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ImGuiIO& io = ImGui::GetIO();
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if (action == GLFW_PRESS)
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io.KeysDown[key] = true;
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if (action == GLFW_RELEASE)
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io.KeysDown[key] = false;
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if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown))
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{
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if (action == GLFW_PRESS)
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io.KeysDown[key] = true;
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if (action == GLFW_RELEASE)
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io.KeysDown[key] = false;
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}
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// Modifiers are not reliable across systems
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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@ -91,6 +91,7 @@ Other Changes:
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non-default states. (#4063)
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- Backends: DirectX10, DirectX11: fixed a crash when backing/restoring state if nothing is bound when
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entering the rendering function. (#4045) [@Nemirtingas]
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- Backends: GLFW: Adding bound check in KeyCallback because GLFW appears to send -1 on some setups. [#4124]
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- Backends: Vulkan: Fix mapped memory Vulkan validation error when buffer sizes are not multiple of
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VkPhysicalDeviceLimits::nonCoherentAtomSize. (#3957) [@AgentX1994]
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- Backends: WebGPU: Update to latest specs (Chrome Canary 92 and Emscripten 2.0.20). (#4116, #3632) [@bfierz, @Kangz]
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