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IO: Fixed input queue trickling of interleaved keys/chars events when InputText() is not active. (#4921, #4858)
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@ -43,6 +43,14 @@ Other Changes:
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- Direct accesses to io.KeysDown[] with legacy indices didn't work (with new backends).
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- Direct accesses to io.KeysDown[GetKeyIndex(XXX)] would access invalid data (with old/new backends).
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- Calling IsKeyDown() didn't have those problems, and is recommended as io.KeysDown[] is obsolete.
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- IO: Fixed input queue trickling of interleaved keys/chars events (which are frequent especially
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when holding down a key as OS submits chars repeat events) delaying key presses and mouse movements.
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In particular, using the input system for fast game-like actions (e.g. WASD camera move) would
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typically have been impacted, as well as holding a key while dragging mouse. Constraints have
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been lifted and are now only happening when e.g. an InputText() widget is active. (#4921, #4858)
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Not that even thought you shouldn't need to disable io.ConfigInputTrickleEventQueue, you can
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technically dynamically change its setting based on the context (e.g. disable only when hovering
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or interacting with a game/3D view).
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- Clipper: Fixed a regression in 1.86 when not calling clipper.End() and late destructing the
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clipper instance. High-level languages (Lua,Rust etc.) would typically be affected. (#4822)
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- IsItemHovered(): added ImGuiHoveredFlags_NoNavOverride to disable the behavior where the
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