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+ Snuck in unrelated comments and removed the "fill once" comment (#5043)
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@ -39,6 +39,10 @@ Breaking changes:
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Other Changes:
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- IO: Fixed backward-compatibility regression introduced in 1.87: (#4921, #4858)
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- Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
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- Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
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- Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
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- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the
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clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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23
imgui.cpp
23
imgui.cpp
@ -1321,8 +1321,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
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// Build native->imgui map so old user code can still call key functions with native 0..511 values.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
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if (ImGui::IsLegacyKey(legacy_key))
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KeyMap[legacy_key] = key;
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if (!ImGui::IsLegacyKey(legacy_key))
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return;
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KeyMap[legacy_key] = key;
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KeyMap[key] = legacy_key;
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#else
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IM_UNUSED(key);
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IM_UNUSED(native_legacy_index);
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@ -3944,9 +3946,9 @@ static void ImGui::UpdateKeyboardInputs()
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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if (io.BackendUsingLegacyKeyArrays == 0)
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{
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too.
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for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++)
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IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
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for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
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IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
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}
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else
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{
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@ -3969,6 +3971,8 @@ static void ImGui::UpdateKeyboardInputs()
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const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
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IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
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io.KeysData[key].Down = io.KeysDown[n];
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if (key != n)
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io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
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io.BackendUsingLegacyKeyArrays = 1;
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}
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if (io.BackendUsingLegacyKeyArrays == 1)
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@ -7875,6 +7879,13 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
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io.KeyMods = GetMergedKeyModFlags();
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}
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// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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io.KeysDown[key] = keydata->Down;
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if (io.KeyMap[key] != -1)
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io.KeysDown[io.KeyMap[key]] = keydata->Down;
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#endif
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}
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}
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else if (e->Type == ImGuiInputEventType_Text)
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@ -7967,7 +7978,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
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IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
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// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
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if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
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12
imgui.h
12
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.88 WIP"
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#define IMGUI_VERSION_NUM 18707
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#define IMGUI_VERSION_NUM 18708
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -1902,13 +1902,13 @@ struct ImGuiKeyData
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struct ImGuiIO
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{
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//------------------------------------------------------------------
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// Configuration (fill once) // Default value
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// Configuration // Default value
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//------------------------------------------------------------------
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ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
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ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
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ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
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ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
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float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
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float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
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const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
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const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
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@ -2006,7 +2006,7 @@ struct ImGuiIO
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// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
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bool KeysDown[512]; // [LEGACY] Input: 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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bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: 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). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
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#endif
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//------------------------------------------------------------------
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@ -2039,7 +2039,7 @@ struct ImGuiIO
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ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
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bool MouseReleased[5]; // Mouse button went from Down to !Down
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bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
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bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window.
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bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
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float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
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float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
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float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
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@ -5710,6 +5710,7 @@ static void ShowDemoWindowMisc()
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#else
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struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
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const ImGuiKey key_first = 0;
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//ImGui::Text("Legacy raw:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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#endif
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ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }
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ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }
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