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Comments, tweaks.
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@ -38,14 +38,11 @@ HOW TO UPDATE?
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Breaking Changes:
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- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
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- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
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This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
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(Instead you may implement custom expression evaluators to provide a better version of this).
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- Reworked IO mouse input API: (#4858) [@thedmd, @ocornut]
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- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut]
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- Added io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions,
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obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc.
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- This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
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- Reworked IO keyboard input API: (#2625, #3724) [@thedmd, @ocornut]
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- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
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- Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
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- Added io.AddKeyModsEvent() function, obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
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- Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
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@ -71,16 +68,19 @@ Breaking Changes:
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- Basically the trick we took advantage of is that we previously only supported native keycode from 0 to 511,
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so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512.
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- This will enable a few things in the future:
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- Access to portable keys allows for backed-agnostic keyboard input code. Until now it was difficult to
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share code using keyboard accross project because of this gap. (#2625, #3724)
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- Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult
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to share code using keyboard accross project because of this gap. (#2625, #3724)
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- Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
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- io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383)
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- io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959)
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- Reworked IO nav/gamepad input API and unifying inputs sources: (#4858, #787)
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- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787)
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- Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with
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io.AddKeyEvent(), io.AddKeyAnalogEvent().
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- Added io.AddKeyAnalogEvent() function, obsoleting writing directly to io.NavInputs[] arrays.
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- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
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- Removed support for legacy arithmetic operators (+,+-,*,/) when inputing text into a slider/drag. (#4917, #3184)
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This doesn't break any api/code but a feature that was accessible by end-users (which seemingly no one used).
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(Instead you may implement custom expression evaluators to provide a better version of this).
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- Backends: GLFW: backend now uses glfwSetCursorPosCallback().
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
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@ -126,32 +126,34 @@ Other Changes:
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other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
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- Backends: GLFW: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: GLFW: Update mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
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- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
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- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
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- Backends: Win32: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
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- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
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- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
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- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
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- Backends: SDL: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: SDL: Update mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
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- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
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- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
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- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
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- Backends: Android, GLUT, OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: Android, GLUT, OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
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- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
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- Backends: Android, GLUT: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
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- Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
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It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
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- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
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Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
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- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
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can theorically be created by user code manipulating a ImDrawList. (#4857)
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- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
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- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
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- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
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- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
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wgpuRenderPassEncoderSetVertexBuffer() calls. (#4891) [@FeepsDev]
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@ -391,7 +391,7 @@ CODE
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- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
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- Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
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- Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
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- Backend writing to io.MouseHoveredViewpot -> backend should call io.AddMouseViewportEvent() [Docking branch only]
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- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
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- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
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- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
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- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
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