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Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released.
Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
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@ -84,12 +84,14 @@ Other Changes:
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- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
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- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
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on Wayland). (#2800, #2802) [@NeroBurner]
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- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can
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correctly report the key release in every cases (e.g. when using Win+V) causing problems with some
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widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult
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and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
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- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
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XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
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the later may be problematic if compiling with recent Windows SDK and you want your app to run
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on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
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- Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends,
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even if realistically it is difficult to make good use of under Windows.
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- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
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- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
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settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
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