Jan Sikorski
a61ca097a7
Backends: OSX: Fix typo in scrolling event handler. ( #5036 )
2022-02-19 18:57:41 +01:00
ocornut
e52bb147a7
Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks(). ( #4981 )
2022-02-07 16:11:05 +01:00
ocornut
732bc2058e
Backends: GLFW: Handle spurious leave/enter sequences apparently submitted by X11/GLFW combo. ( #4984 )
2022-02-07 15:59:49 +01:00
Rokas Kupstys
40fd163a3b
Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems.
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# Conflicts:
# backends/imgui_impl_opengl3.cpp
# docs/CHANGELOG.txt
2022-02-07 12:26:19 +01:00
ocornut
2554b512c0
Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui.
2022-02-07 11:55:24 +01:00
Clownacy
c6cab1f352
Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(). Use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. ( #4927 )
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This is (kind of) an OpenGL-only function, which should be avoided when SDL2 isn't using OpenGL.
The only alternative that is recommended is SDL_GetRendererOutputSize, which limits this fix to the SDL_Renderer backend. Still, I think it's better than nothing.
I say that SDL_GL_GetDrawableSize is "kind of" OpenGL-only because it does technically work even when SDL2 isn't using OpenGL.
It's just that it becomes a shim to SDL_GetWindowSize, which is not suitable for high-DPI usage because it reflects the size of the window in screen coordinates, not actual pixels, so it really should be avoided when not using OpenGL.
2022-02-04 16:51:29 +01:00
Clownacy
c39192ba64
Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware ( #4927 )
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SDL_PIXELFORMAT_RGBA32 is intended for byte arrays where the channels
are specifically in the RGBA order. However, this is not what
GetTexDataAsRGBA32 does: rather, it constructs an array where each
pixel is an unsigned int in ABGR order. On little-endian platforms,
this does indeed result in an RGBA byte order, however, on big-endian
platforms, this results in an ABGR byte order, which does not match
the PIXELFORMAT enum.
What should be used is the SDL_PIXELFORMAT_ABGR8888 enum, which
specifies that the pixels are in native-endian ABGR, which they are.
2022-02-04 16:43:05 +01:00
ocornut
43177324c0
Backends: GLFW: Fixed miss untranslation of keypad keys. ( #4921 , #452 )
2022-02-01 15:29:10 +01:00
rokups
551ab84c2d
Backends: OSX: Fix building with old Xcode versions.
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Builds have failed on Xcode versions that do not yet support `@available` or do not have new APIs (that are unavailable on target OS version) defined at all. Using true build time version checks fixes these issues.
2022-01-31 14:41:56 +01:00
thedmd
5429f0f6b5
Backends: OSX, Android: Replaced AddKeyModsEvent() added by 790132a
in favor of unified key enum system. ( #4921 , #4858 )
2022-01-27 17:46:48 +01:00
ocornut
c906c65cac
(BREAKING) Replaced AddKeyModsEvent() added by 790132a
in favor of unified key enum system. Backends: update most. ( #4921 , #4858 )
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Sorry this is an unusual breaking but since we are WIP it is a good time to make a correction.
2022-01-27 17:46:48 +01:00
ocornut
4caf1e9b59
Backends: GLFW: fix ImGui_ImplGlfw_TranslateUntranslatedKey() for grave accents. ( #456 , #2625 ) + fix preceeding commit.
...
Amend 100ede57
+ amend b17b2fb
2022-01-24 13:49:57 +01:00
ocornut
cda3db1449
Backends: SDL: Fixed key mapping for ImGuiKey_Menu ( #4921 ) + misc typos ( #4928 )
2022-01-24 12:19:51 +01:00
ocornut
62d6be3747
IO: Removed ImGuiInputSource from public api for now, unnecessary. ( #4858 , #787 )
2022-01-20 17:39:25 +01:00
thedmd
5ea47d9560
Backends: OSX: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:49 +01:00
ocornut
39c3412f91
Backends: SDL: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:31 +01:00
ocornut
3d85433748
Backends: GLFW: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:15 +01:00
ocornut
9f8c599ca7
Backends: Win32: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:04 +01:00
ocornut
6e63fcaca3
Backends: Vulkan: Amends, fix miscast on 32-bit systems with the right ImTextureID=ImU64. ( #914 )
2022-01-20 16:56:29 +01:00
ocornut
ceb26bac48
Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, amends. ( #914 )
2022-01-20 15:53:28 +01:00
Marcell Kiss
29f104319e
Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). ( #914 )
2022-01-20 15:53:11 +01:00
thedmd
b8e56dce83
IO: Added AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() api + updated all Backends. ( #4858 ) (input queue code will be next commit)
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Details: note that SDL, OSX and GLFW backends removed recording of MouseJustPressed[] which will be unnecessary with input queue (which is the NEXT commit). (#2787 , #1992 , #3383 , #2525 , #1320 )
2022-01-17 17:35:37 +01:00
ocornut
b6582a471a
Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. ( #4759 )
2022-01-17 16:22:32 +01:00
ocornut
92c4ff1c2f
Rename ImGuiKey_LeftControl to ImGuiKey_LeftCtrl, ImGuiKey_RightControl to ImGuiKey_RightCtrl + made key order match mods order. ( #4858 )
2022-01-17 15:42:04 +01:00
ocornut
0755767440
Backends: move io.AddKeyModsEvent() next to io.AddKeyEvent() submission, rely on mods from platform/source. ( #4858 ) + fix #2622 again broken by 746c9f7
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Amended to submit modifiers before.
2022-01-17 15:21:17 +01:00
RandomErrorMessage
45c4365ec3
Backends: GLFW: glfwGetKeyName is not implemented in emscripten ( #4907 , #4858 )
2022-01-14 11:54:35 +01:00
ocornut
6188e94108
Examples: Vulkan: fill Subpass and MSAASamples to increase discoverability ( #4886 ) + IO docs update ( #4858 )
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https://github.com/mosra/magnum-integration/pull/89
2022-01-14 11:51:59 +01:00
ocornut
553b04883e
Backends: SDL: Fix for Emscriptem. Amend 98ce013
.
2022-01-13 18:52:19 +01:00
ocornut
200a8f1ea2
Backends: GLFW: Update mouse inputs using glfwSetCursorPosCallback() (breaking) + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons.
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+ Allegro5 remove unnecessary clear.
2022-01-12 17:48:47 +01:00
ocornut
98ce013242
Backends: SDL: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons.
2022-01-12 17:48:47 +01:00
ocornut
bf4de2a46b
Backends: Win32: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before Key Modifiers.
2022-01-12 17:48:46 +01:00
ocornut
7f8a89c25c
Backends: Win32, SDL: maintain MouseButtonsDown instead of using IsAnyMouseDown(). Internals: added GetInputSourceName().
2022-01-12 16:12:10 +01:00
Liu Liu
457d4b7b72
Backends: OSX: Adedd basic IME support for macOS. ( #3108 , #2598 )
2022-01-12 14:37:05 +01:00
Théo Monnom
0818a42396
Backend: WebGPU: Fixed incorrect size parameters in WGPU backend ( #4891 )
...
+ squash SDL alignment bits.
2022-01-12 14:16:55 +01:00
ocornut
956e03009a
Backends: OSX: Build fIx. Made GetKeyName() input tolerant. Internals: added GetNavInputName().
2022-01-11 18:48:16 +01:00
ocornut
e8172fdfbc
Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backends accordingly. ( #2625 , #4858 )
...
Amend 790132a
(breaking)
2022-01-10 17:00:32 +01:00
ocornut
b2e2cc44c2
Backends: OSX: Fixed typo.
2022-01-10 15:47:37 +01:00
ocornut
790132a672
Added io.AddKeyModEvent() and updated backends accordingly. ( #2625 , #4858 )
2022-01-10 15:17:00 +01:00
thedmd
1797135db5
Backends: Android: Update to use io.AddEventKey() will full key map ( #2625 , #4858 )
2022-01-10 15:15:24 +01:00
thedmd
ee436aa803
Backends: OSX: Update to use io.AddEventKey() will full key map ( #2625 , #1873 , #4858 )
2022-01-10 15:14:52 +01:00
thedmd
da1864d79e
Backends: GLUT: Update to use io.AddEventKey() will full key map ( #2625 , #4858 )
2022-01-10 15:14:01 +01:00
thedmd
1bfe4a75be
Backends: Allegro5: Update to use io.AddEventKey() will full key map ( #2625 , #4858 )
2022-01-10 15:13:36 +01:00
thedmd
fe646ea591
Backends: SDL2: Update to use io.AddEventKey() will full key map ( #2625 , #4858 ) + created localized key (using keycode instead of scancode) ( #456 )
...
Legacy indexing stills uses Scancode
2022-01-10 15:12:58 +01:00
thedmd
ecd212c01d
Backends: GLFW: Update to use io.AddEventKey() will full key map ( #2625 , #4858 )
2022-01-10 15:12:23 +01:00
thedmd
746c9f76e4
Backends: Win32: Update to use io.AddEventKey() will full key map ( #2625 , #4858 )
2022-01-10 15:11:54 +01:00
ocornut
afffcd5810
Inputs: rename ImGuiKey_KeyPadEnter > ImGuiKey_KeypadEnter ( #2625 )
2022-01-06 14:25:56 +01:00
ocornut
100ede5764
Backends: GLFW: Fix CTRL+A, CTRL+Y, CTRL+Z to match keyboard layout. Converting GLFW untranslated keycodes back to translated keycodes. ( #456 , #2625 )
2022-01-05 16:57:50 +01:00
ocornut
3a90dc3893
Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API.
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Ref #2589 , #2598 , #3108 , #3113 , #3653 , #4642
2022-01-05 13:47:20 +01:00
ocornut
efa50f72a7
Backends: Metal: Ignore ImDrawCmd where ElemCount == 0. ( #4857 )
2022-01-03 22:14:19 +01:00
luigifcruz
41e39ea6e1
Backends: Metal: Add Metal C++ bindings support. ( #4824 , #4746 )
2021-12-30 15:04:03 +01:00