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IO: renamed io.ConfigInputEventQueue to io.ConfigInputTrickleEventQueue. (#4858)
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26d04c948f
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@ -54,7 +54,7 @@ Breaking Changes:
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- Obsoleted GetKeyIndex(): it is now unnecessary and will now return the same value.
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- All keyboard related functions taking 'int user_key_index' now take 'ImGuiKey key':
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- IsKeyDown(), IsKeyPressed(), IsKeyReleased(), GetKeyPressedAmount().
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- Added io.ConfigInputEventQueue (defaulting to true) to disable input queue trickling.
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- Added io.ConfigInputTrickleEventQueue (defaulting to true) to disable input queue trickling.
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- Backward compatibility:
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- All backends updated to use new functions.
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- Old backends populating those arrays should still work!
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@ -1141,7 +1141,7 @@ ImGuiIO::ImGuiIO()
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#else
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ConfigMacOSXBehaviors = false;
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#endif
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ConfigInputEventQueue = true;
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ConfigInputTrickleEventQueue = true;
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ConfigInputTextCursorBlink = true;
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ConfigWindowsResizeFromEdges = true;
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ConfigWindowsMoveFromTitleBarOnly = false;
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@ -4307,7 +4307,7 @@ void ImGui::NewFrame()
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// Process input queue (trickle as many events as possible)
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g.InputEventsTrail.resize(0);
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UpdateInputEvents(g.IO.ConfigInputEventQueue);
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UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
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// Update keyboard input state
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UpdateKeyboardInputs();
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4
imgui.h
4
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 "1.87 WIP"
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#define IMGUI_VERSION_NUM 18609
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#define IMGUI_VERSION_NUM 18610
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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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@ -1888,7 +1888,7 @@ struct ImGuiIO
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// Miscellaneous options
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bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
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bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
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bool ConfigInputEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
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bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
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bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
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bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
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bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
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@ -459,7 +459,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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}
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ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
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ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
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ImGui::Checkbox("io.ConfigInputEventQueue", &io.ConfigInputEventQueue);
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ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
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ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
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ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
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ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
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