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Removed leftover KeepAliveID() call in GetIDWithSeed() variant. (#5181) + doc tweaks.
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@ -43,6 +43,8 @@ Breaking changes:
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automatically handling event capture. Examples that are using the OSX backend have removed
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all the now-unnecessary calls to ImGui_ImplOSX_HandleEvent(), applications can do as well.
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[@stuartcarnie] (#4821)
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- Internals: calling ButtonBehavior() without calling ItemAdd() now requires a KeepAliveID().
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This is because the KeepAliveID() call was moved from GetID() to ItemAdd()). (#5181)
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Other Changes:
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@ -17,6 +17,7 @@ You can find Windows binaries for some of those example applications at:
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Integration in a typical existing application, should take <20 lines when using standard backends.
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```cpp
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At initialization:
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call ImGui::CreateContext()
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call ImGui_ImplXXXX_Init() for each backend.
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@ -32,9 +33,11 @@ Integration in a typical existing application, should take <20 lines when using
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At shutdown:
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call ImGui_ImplXXXX_Shutdown() for each backend.
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call ImGui::DestroyContext()
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```
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Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
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```cpp
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// Create a Dear ImGui context, setup some options
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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@ -67,6 +70,7 @@ Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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```
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Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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Please read the comments and instruction at the top of each file.
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@ -400,7 +400,7 @@ CODE
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- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
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- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
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- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
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- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent()
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- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
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- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.*
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- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
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- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
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@ -7439,7 +7439,6 @@ void ImGui::PushOverrideID(ImGuiID id)
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ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
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{
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ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
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KeepAliveID(id);
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ImGuiContext& g = *GImGui;
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if (g.DebugHookIdInfo == id)
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DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
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