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Internals: added temporary ImGuiItemStatusFlags_Visible (used internally - please do not use).
Used by BeginMenu() as I'm experimenting with blind menus honoring shortcuts. Extra comments about KeyMap and ImGuiKeys
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6
imgui.h
6
imgui.h
@ -1344,8 +1344,9 @@ enum ImGuiSortDirection_
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ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
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};
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// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
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// Keys value >= 512 are named keys (>= 1.87)
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// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
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// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
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// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
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enum ImGuiKey : int
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{
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// Keyboard
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@ -2000,6 +2001,7 @@ struct ImGuiIO
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// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
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// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
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// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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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.
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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.
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