Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034)

This commit is contained in:
Aiekick 2023-03-16 11:58:32 +01:00 committed by ocornut
parent 301c956039
commit 91577c7f51
2 changed files with 9 additions and 8 deletions

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@ -16,6 +16,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) // 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) // 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. // 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
@ -268,14 +269,13 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW // X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 // See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
static void ImGui_ImplGlfw_UpdateKeyModifiers() static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS));
} }
static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window)
@ -290,7 +290,7 @@ void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int acti
if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))
bd->PrevUserCallbackMousebutton(window, button, action, mods); bd->PrevUserCallbackMousebutton(window, button, action, mods);
ImGui_ImplGlfw_UpdateKeyModifiers(); ImGui_ImplGlfw_UpdateKeyModifiers(window);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (button >= 0 && button < ImGuiMouseButton_COUNT) if (button >= 0 && button < ImGuiMouseButton_COUNT)
@ -354,7 +354,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
if (action != GLFW_PRESS && action != GLFW_RELEASE) if (action != GLFW_PRESS && action != GLFW_RELEASE)
return; return;
ImGui_ImplGlfw_UpdateKeyModifiers(); ImGui_ImplGlfw_UpdateKeyModifiers(window);
keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);

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@ -40,6 +40,7 @@ Breaking Changes:
Other changes: Other changes:
- Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) - Backends: OpenGL3: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)
- Backends: GLFW: Fixed key modifiers handling on secondary viewports. (#6248, #6034) [@aiekick]
- Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects, - Examples: Windows: Added 'misc/debuggers/imgui.natstepfilter' file to all Visual Studio projects,
now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects. now that VS 2022 17.6 Preview 2 support adding Debug Step Filter spec files into projects.
- Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243) - Examples: SDL3: Updated for latest WIP SDL3 branch. (#6243)