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	Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
Amend 3a90dc38 (#2589, #2598, #3108, #3113, #3653, #4642)
			
			
This commit is contained in:
		| @@ -41,6 +41,9 @@ HOW TO UPDATE? | ||||
|  | ||||
| Breaking changes: | ||||
|  | ||||
| - Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing | ||||
|   to 'void* ImGuiViewport::PlatformHandleRaw'. | ||||
|  | ||||
| Other changes: | ||||
|  | ||||
| - Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) | ||||
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							| @@ -424,6 +424,7 @@ CODE | ||||
|  When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. | ||||
|  You can read releases logs https://github.com/ocornut/imgui/releases for more details. | ||||
|  | ||||
|  - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. | ||||
|  - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. | ||||
|  - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. | ||||
|  - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. | ||||
| @@ -5028,18 +5029,7 @@ void ImGui::EndFrame() | ||||
|     { | ||||
|         IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); | ||||
|         ImGuiViewport* viewport = GetMainViewport(); | ||||
| #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS | ||||
|         if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL) | ||||
|         { | ||||
|             viewport->PlatformHandleRaw = g.IO.ImeWindowHandle; | ||||
|         g.IO.SetPlatformImeDataFn(viewport, ime_data); | ||||
|             viewport->PlatformHandleRaw = NULL; | ||||
|         } | ||||
|         else | ||||
| #endif | ||||
|         { | ||||
|             g.IO.SetPlatformImeDataFn(viewport, ime_data); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     // Hide implicit/fallback "Debug" window if it hasn't been used | ||||
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							| @@ -2187,11 +2187,7 @@ struct ImGuiIO | ||||
|     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. | ||||
|     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. | ||||
|     float       NavInputs[ImGuiNavInput_COUNT];     // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. | ||||
| #endif | ||||
| #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS | ||||
|     void*       ImeWindowHandle;                    // = NULL   // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. | ||||
| #else | ||||
|     void*       _UnusedPadding; | ||||
|     //void*     ImeWindowHandle;                    // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. | ||||
| #endif | ||||
|  | ||||
|     //------------------------------------------------------------------ | ||||
|   | ||||
| @@ -1965,8 +1965,8 @@ struct ImGuiContext | ||||
| #endif | ||||
|  | ||||
|     // Next window/item data | ||||
|     ImGuiID                 CurrentFocusScopeId;                // == g.FocusScopeStack.back() | ||||
|     ImGuiItemFlags          CurrentItemFlags;                   // == g.ItemFlagsStack.back() | ||||
|     ImGuiID                 CurrentFocusScopeId;                // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. | ||||
|     ImGuiItemFlags          CurrentItemFlags;                   // Value for currently appending items == g.ItemFlagsStack.back() | ||||
|     ImGuiID                 DebugLocateId;                      // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location | ||||
|     ImGuiNextItemData       NextItemData;                       // Storage for SetNextItem** functions | ||||
|     ImGuiLastItemData       LastItemData;                       // Storage for last submitted item (setup by ItemAdd) | ||||
| @@ -1993,7 +1993,7 @@ struct ImGuiContext | ||||
|     // Gamepad/keyboard Navigation | ||||
|     ImGuiWindow*            NavWindow;                          // Focused window for navigation. Could be called 'FocusedWindow' | ||||
|     ImGuiID                 NavId;                              // Focused item for navigation | ||||
|     ImGuiID                 NavFocusScopeId;                    // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) | ||||
|     ImGuiID                 NavFocusScopeId;                    // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) | ||||
|     ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() | ||||
|     ImGuiID                 NavActivateDownId;                  // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 | ||||
|     ImGuiID                 NavActivatePressedId;               // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) | ||||
|   | ||||
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