Backends: move io.AddKeyModsEvent() next to io.AddKeyEvent() submission, rely on mods from platform/source. (#4858) + fix #2622 again broken by 746c9f7
Amended to submit modifiers before.
This commit is contained in:
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@ -17,6 +17,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-12-08: Renderer: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86.
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// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events.
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@ -440,6 +441,20 @@ void ImGui_ImplAllegro5_Shutdown()
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IM_DELETE(bd);
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}
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// ev->keyboard.modifiers seems always zero so using that...
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static void ImGui_ImplAllegro5_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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ALLEGRO_KEYBOARD_STATE keys;
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al_get_keyboard_state(&keys);
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ImGuiKeyModFlags key_mods =
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((al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)) ? ImGuiKeyModFlags_Ctrl : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)) ? ImGuiKeyModFlags_Shift : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)) ? ImGuiKeyModFlags_Alt : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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@ -487,6 +502,7 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
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case ALLEGRO_EVENT_KEY_UP:
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if (ev->keyboard.display == bd->Display)
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{
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ImGui_ImplAllegro5_UpdateKeyModifiers();
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ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode);
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io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN));
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io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code)
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@ -560,15 +576,6 @@ void ImGui_ImplAllegro5_NewFrame()
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io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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// Setup inputs
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ALLEGRO_KEYBOARD_STATE keys;
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al_get_keyboard_state(&keys);
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ImGuiKeyModFlags key_mods =
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((al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)) ? ImGuiKeyModFlags_Ctrl : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)) ? ImGuiKeyModFlags_Shift : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)) ? ImGuiKeyModFlags_Alt : 0) |
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((al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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// Setup mouse cursor shape
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ImGui_ImplAllegro5_UpdateMouseCursor();
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}
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@ -16,6 +16,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
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@ -238,12 +239,24 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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}
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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((mods & GLFW_MOD_CONTROL) ? ImGuiKeyModFlags_Ctrl : 0) |
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((mods & GLFW_MOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) |
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((mods & GLFW_MOD_ALT) ? ImGuiKeyModFlags_Alt : 0) |
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((mods & GLFW_MOD_SUPER) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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}
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void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)
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bd->PrevUserCallbackMousebutton(window, button, action, mods);
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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed))
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bd->MouseJustPressed[button] = true;
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}
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@ -293,6 +306,8 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
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if (action != GLFW_PRESS && action != GLFW_RELEASE)
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return;
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ImGui_ImplGlfw_UpdateKeyModifiers(mods);
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keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
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ImGuiIO& io = ImGui::GetIO();
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@ -557,18 +572,6 @@ static void ImGui_ImplGlfw_UpdateGamepads()
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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static void ImGui_ImplGlfw_UpdateKeyModifiers()
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{
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ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)) ? ImGuiKeyModFlags_Ctrl : 0) |
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Shift : 0) |
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)) ? ImGuiKeyModFlags_Alt : 0) |
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(((glfwGetKey(bd->Window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(bd->Window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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}
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void ImGui_ImplGlfw_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -589,7 +592,6 @@ void ImGui_ImplGlfw_NewFrame()
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io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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ImGui_ImplGlfw_UpdateKeyModifiers();
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ImGui_ImplGlfw_UpdateMouseData();
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ImGui_ImplGlfw_UpdateMouseCursor();
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@ -202,7 +202,7 @@ void ImGui_ImplGLUT_NewFrame()
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ImGui::NewFrame();
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}
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static void ImGui_ImplGLUT_UpdateKeyboardMods()
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static void ImGui_ImplGLUT_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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int glut_key_mods = glutGetModifiers();
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@ -230,7 +230,7 @@ void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
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ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
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ImGui_ImplGLUT_AddKeyEvent(key, true, c);
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ImGui_ImplGLUT_UpdateKeyboardMods();
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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@ -239,7 +239,7 @@ void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y)
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//printf("char_up_func %d '%c'\n", c, c);
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ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c);
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ImGui_ImplGLUT_AddKeyEvent(key, false, c);
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ImGui_ImplGLUT_UpdateKeyboardMods();
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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@ -248,7 +248,7 @@ void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y)
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//printf("key_down_func %d\n", key);
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ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
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ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256);
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ImGui_ImplGLUT_UpdateKeyboardMods();
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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@ -257,7 +257,7 @@ void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y)
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//printf("key_up_func %d\n", key);
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ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256);
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ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256);
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ImGui_ImplGLUT_UpdateKeyboardMods();
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ImGui_ImplGLUT_UpdateKeyModifiers();
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(void)x; (void)y; // Unused
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}
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@ -53,7 +53,6 @@ static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
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static bool g_MouseCursorHidden = false;
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static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
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static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
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static ImGuiKeyModFlags g_KeyModifiers = ImGuiKeyModFlags_None;
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static ImFocusObserver* g_FocusObserver = nil;
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static KeyEventResponder* g_KeyEventResponder = nil;
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static NSTextInputContext* g_InputContext = nil;
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@ -535,12 +534,6 @@ static void ImGui_ImplOSX_UpdateGamepads()
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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}
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static void ImGui_ImplOSX_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.AddKeyModsEvent(g_KeyModifiers);
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}
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static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view)
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -569,7 +562,6 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
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io.DeltaTime = (float)(current_time - g_Time);
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g_Time = current_time;
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ImGui_ImplOSX_UpdateKeyModifiers();
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ImGui_ImplOSX_UpdateMouseCursorAndButtons();
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ImGui_ImplOSX_UpdateGamepads();
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ImGui_ImplOSX_UpdateImePosWithView(view);
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@ -666,17 +658,16 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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unsigned short key_code = [event keyCode];
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unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
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ImGuiKeyModFlags imgui_flags = ImGuiKeyModFlags_None;
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ImGuiKeyModFlags imgui_key_mods = ImGuiKeyModFlags_None;
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if (flags & NSEventModifierFlagShift)
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imgui_flags |= ImGuiKeyModFlags_Shift;
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imgui_key_mods |= ImGuiKeyModFlags_Shift;
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if (flags & NSEventModifierFlagControl)
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imgui_flags |= ImGuiKeyModFlags_Ctrl;
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imgui_key_mods |= ImGuiKeyModFlags_Ctrl;
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if (flags & NSEventModifierFlagOption)
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imgui_flags |= ImGuiKeyModFlags_Alt;
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imgui_key_mods |= ImGuiKeyModFlags_Alt;
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if (flags & NSEventModifierFlagCommand)
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imgui_flags |= ImGuiKeyModFlags_Super;
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g_KeyModifiers = imgui_flags;
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imgui_key_mods |= ImGuiKeyModFlags_Super;
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io.AddKeyModsEvent(imgui_key_mods);
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ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);
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if (key != ImGuiKey_None)
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@ -705,7 +696,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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}
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else if (imgui_mask)
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{
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io.AddKeyEvent(key, (imgui_flags & imgui_mask) != 0);
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io.AddKeyEvent(key, (imgui_key_mods & imgui_mask) != 0);
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}
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io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code)
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}
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@ -18,6 +18,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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@ -222,6 +223,17 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
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return ImGuiKey_None;
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}
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static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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((sdl_key_mods & KMOD_CTRL) ? ImGuiKeyModFlags_Ctrl : 0) |
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((sdl_key_mods & KMOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) |
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((sdl_key_mods & KMOD_ALT) ? ImGuiKeyModFlags_Alt : 0) |
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((sdl_key_mods & KMOD_GUI) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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@ -269,6 +281,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
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io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
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io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
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@ -499,18 +512,6 @@ static void ImGui_ImplSDL2_UpdateGamepads()
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#undef MAP_ANALOG
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}
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static void ImGui_ImplSDL2_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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SDL_Keymod sdl_key_mods = SDL_GetModState();
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ImGuiKeyModFlags key_mods =
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((sdl_key_mods & KMOD_CTRL) ? ImGuiKeyModFlags_Ctrl : 0) |
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((sdl_key_mods & KMOD_SHIFT) ? ImGuiKeyModFlags_Shift : 0) |
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((sdl_key_mods & KMOD_ALT) ? ImGuiKeyModFlags_Alt : 0) |
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((sdl_key_mods & KMOD_GUI) ? ImGuiKeyModFlags_Super : 0);
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io.AddKeyModsEvent(key_mods);
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}
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void ImGui_ImplSDL2_NewFrame()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -534,7 +535,6 @@ void ImGui_ImplSDL2_NewFrame()
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io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
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bd->Time = current_time;
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ImGui_ImplSDL2_UpdateKeyModifiers();
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ImGui_ImplSDL2_UpdateMouseData();
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ImGui_ImplSDL2_UpdateMouseCursor();
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@ -34,8 +34,9 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-12: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before a key event (not in NewFrame) to fix input queue with very low framerates.
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// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
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// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
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// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
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// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
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// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
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@ -235,10 +236,10 @@ static void ImGui_ImplWin32_UpdateKeyModifiers()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKeyModFlags key_mods =
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((IsVkDown(VK_LCONTROL) || IsVkDown(VK_RCONTROL)) ? ImGuiKeyModFlags_Ctrl : 0) |
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((IsVkDown(VK_LSHIFT) || IsVkDown(VK_RSHIFT)) ? ImGuiKeyModFlags_Shift : 0) |
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((IsVkDown(VK_LMENU) || IsVkDown(VK_RMENU)) ? ImGuiKeyModFlags_Alt : 0) |
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((IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)) ? ImGuiKeyModFlags_Super : 0);
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((IsVkDown(VK_CONTROL)) ? ImGuiKeyModFlags_Ctrl : 0) |
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||||
((IsVkDown(VK_SHIFT) ) ? ImGuiKeyModFlags_Shift : 0) |
|
||||
((IsVkDown(VK_MENU)) ? ImGuiKeyModFlags_Alt : 0) |
|
||||
((IsVkDown(VK_APPS)) ? ImGuiKeyModFlags_Super : 0);
|
||||
io.AddKeyModsEvent(key_mods);
|
||||
}
|
||||
|
||||
@ -342,9 +343,6 @@ void ImGui_ImplWin32_NewFrame()
|
||||
// Process workarounds for known Windows key handling issues
|
||||
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
|
||||
|
||||
// Update key modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers();
|
||||
|
||||
// Update OS mouse cursor with the cursor requested by imgui
|
||||
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
||||
if (bd->LastMouseCursor != mouse_cursor)
|
||||
@ -564,9 +562,11 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
case WM_SYSKEYUP:
|
||||
{
|
||||
const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
|
||||
|
||||
if (wParam < 256)
|
||||
{
|
||||
// Submit modifiers
|
||||
ImGui_ImplWin32_UpdateKeyModifiers();
|
||||
|
||||
// Obtain virtual key code
|
||||
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
|
||||
int vk = (int)wParam;
|
||||
|
@ -103,13 +103,17 @@ Other Changes:
|
||||
- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
|
||||
We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every
|
||||
other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
|
||||
- Backends: GLFW: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
|
||||
- Backends: GLFW: Update mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
|
||||
- Backends: Win32: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
|
||||
- Backends: Win32: Update mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
|
||||
- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
|
||||
- Backends: SDL: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
|
||||
- Backends: SDL: Update mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
|
||||
- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
|
||||
- Backends: Allegro5, GLFW, GLUT, SDL, OSX, Win32, Android: Updated to use io.AddKeyEvent() with full key range. (#2625) [@thedmd]
|
||||
- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
|
||||
- Backends: Android, GLUT, OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
|
||||
- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
|
||||
It would generally not have noticeable side-effect at runtime but would be detected by runtime checkers.
|
||||
- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
|
||||
|
Loading…
Reference in New Issue
Block a user