Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005)

This commit is contained in:
omar
2019-07-21 18:39:50 -07:00
parent 0f86116a69
commit f0348ddffc
10 changed files with 16 additions and 8 deletions

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@ -15,6 +15,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-11-30: Platform: Added touchscreen support.
@ -281,8 +282,8 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_EnterSecondary] = ALLEGRO_KEY_PAD_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;

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@ -15,6 +15,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
@ -150,8 +151,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_EnterSecondary] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;

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@ -59,6 +59,7 @@ bool ImGui_ImplGLUT_Init()
io.KeyMap[ImGuiKey_Space] = ' ';
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';

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@ -12,6 +12,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
@ -234,8 +235,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
io.KeyMap[ImGuiKey_EnterSecondary] = s3eKeyNumPadEnter;
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
io.KeyMap[ImGuiKey_A] = s3eKeyA;
io.KeyMap[ImGuiKey_C] = s3eKeyC;
io.KeyMap[ImGuiKey_V] = s3eKeyV;

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@ -61,8 +61,8 @@ bool ImGui_ImplOSX_Init()
io.KeyMap[ImGuiKey_Backspace] = 127;
io.KeyMap[ImGuiKey_Space] = 32;
io.KeyMap[ImGuiKey_Enter] = 13;
io.KeyMap[ImGuiKey_EnterSecondary] = 13;
io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';

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@ -17,6 +17,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
@ -143,8 +144,8 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_EnterSecondary] = SDL_SCANCODE_RETURN2;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;

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@ -77,8 +77,8 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_EnterSecondary] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';