Merge branch 'master' into docking (will need further for io.AddFocusEvent)

# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
This commit is contained in:
ocornut
2021-08-19 17:25:12 +02:00
39 changed files with 1030 additions and 7561 deletions

View File

@ -62,7 +62,7 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.84 WIP"
#define IMGUI_VERSION_NUM 18313
#define IMGUI_VERSION_NUM 18314
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
@ -1448,13 +1448,12 @@ enum ImGuiNavInput_
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up
ImGuiNavInput_KeyDown_, // move down
ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
};
// Configuration flags stored in io.ConfigFlags. Set by user/application.
@ -1952,6 +1951,7 @@ struct ImGuiIO
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()
@ -1979,6 +1979,7 @@ struct ImGuiIO
//------------------------------------------------------------------
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyModFlags KeyModsPrev; // Previous key mods
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)