Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343)
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@ -41,23 +41,23 @@ HOW TO UPDATE?
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Breaking changes:
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Breaking changes:
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- Inputs: removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super,
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- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
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it is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
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as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
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Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
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- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
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for both Windows and Mac style users.
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- It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
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place for macOS X apps in your input logic.
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- Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
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It is now unnecessary to specific cross-platform idiomatic shortcuts.
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Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
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- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
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- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
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ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
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ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
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overlooked from the API but it will facilitate eventual support for multi-viewports.
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overlooked from the API but it will facilitate eventual support for multi-viewports.
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Other changes:
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Other changes:
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- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent().
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- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
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(#2343, #4084, #5923, #456)
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- e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
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- Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
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for both Windows and Mac style users.
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- Removed ImGuiMod_Shortcut which was previously dynamically mapping to Ctrl or Cmd/Super,
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it now always redirect to Ctrl (kept redirection enum).
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- Fixes variety of code which inconsistently required using Ctrl instead of Cmd,
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e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
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- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
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- Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
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- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
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- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
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Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
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Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.
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@ -430,6 +430,9 @@ CODE
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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.
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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.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 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.
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- it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
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- 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)
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- 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
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- 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
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- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
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- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
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- 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).
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- 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).
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