Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343)

This commit is contained in:
ocornut 2024-05-16 19:56:29 +02:00
parent 8bd5d1d42f
commit 5107e58b0f
2 changed files with 14 additions and 11 deletions

View File

@ -41,23 +41,23 @@ HOW TO UPDATE?
Breaking changes: Breaking changes:
- Inputs: removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super, - Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
it is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456) as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete). - Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
for both Windows and Mac style users.
- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
place for macOS X apps in your input logic.
- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
It is now unnecessary to specific cross-platform idiomatic shortcuts.
Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and - Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will facilitate eventual support for multi-viewports. overlooked from the API but it will facilitate eventual support for multi-viewports.
Other changes: Other changes:
- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(). - Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
(#2343, #4084, #5923, #456) - e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
for both Windows and Mac style users.
- Removed ImGuiMod_Shortcut which was previously dynamically mapping to Ctrl or Cmd/Super,
it now always redirect to Ctrl (kept redirection enum).
- Fixes variety of code which inconsistently required using Ctrl instead of Cmd,
e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828) - Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. - Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken. Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.

View File

@ -430,6 +430,9 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
- it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
- removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
- 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions. - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
- old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).