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Added ImGuiKey_Space, mapped in every examples. Will be required for navigation. (#787)
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@ -180,6 +180,7 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
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io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
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io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
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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_Escape] = ALLEGRO_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
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@ -491,6 +491,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
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io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
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io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
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io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
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io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
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io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
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io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
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@ -553,6 +553,7 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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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_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = 'A';
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@ -556,6 +556,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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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_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = 'A';
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@ -272,6 +272,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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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_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = 'A';
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@ -224,6 +224,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
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io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
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io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
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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_Escape] = s3eKeyEsc;
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io.KeyMap[ImGuiKey_A] = s3eKeyA;
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@ -217,6 +217,7 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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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_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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@ -331,6 +331,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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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_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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@ -220,6 +220,7 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
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io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
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io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
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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_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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@ -332,6 +332,7 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
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io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
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io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
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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_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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@ -755,6 +755,7 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
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io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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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_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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23
imgui.h
23
imgui.h
@ -693,6 +693,7 @@ enum ImGuiKey_
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ImGuiKey_Backspace, // for text edit
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ImGuiKey_Enter, // for text edit
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ImGuiKey_Escape, // for text edit
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ImGuiKey_Space,
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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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@ -999,17 +1000,17 @@ struct ImGuiIO
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// Input - Fill before calling NewFrame()
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//------------------------------------------------------------------
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ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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bool KeyAlt; // Keyboard modifier pressed: Alt
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bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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bool KeysDown[512]; // 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).
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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bool KeyAlt; // Keyboard modifier pressed: Alt
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bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
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bool KeysDown[512]; // 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).
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ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
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float NavInputs[ImGuiNavInput_COUNT];
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// Functions
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