(Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921)

This commit is contained in:
ocornut 2024-11-06 16:56:51 +01:00
parent 57ab2b4226
commit 6f287dd16d
21 changed files with 60 additions and 223 deletions

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues: // Issues:

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@ -3,7 +3,7 @@
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12) // [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues: // Issues:

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@ -2,7 +2,7 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features: // Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features: // Missing features:
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.

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@ -2,7 +2,7 @@
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) // This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
// Implemented features: // Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features: // Missing features:
// [ ] Platform: Clipboard support. // [ ] Platform: Clipboard support.

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@ -6,7 +6,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).

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@ -5,7 +5,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).

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@ -6,7 +6,7 @@
// !!! Nowadays, prefer using GLFW or SDL instead! // !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features: // Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues: // Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing horizontal mouse wheel support.

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@ -6,7 +6,7 @@
// !!! Nowadays, prefer using GLFW or SDL instead! // !!! Nowadays, prefer using GLFW or SDL instead!
// Implemented features: // Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues: // Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support. // [ ] Platform: Missing horizontal mouse wheel support.

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@ -6,7 +6,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse support. Can discriminate Mouse/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support. // [X] Platform: IME support.

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@ -6,7 +6,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse support. Can discriminate Mouse/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). // [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: IME support. // [X] Platform: IME support.

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@ -6,7 +6,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.

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@ -5,7 +5,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. // [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.

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@ -7,7 +7,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.

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@ -7,7 +7,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support. // [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.

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@ -4,7 +4,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.

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@ -4,7 +4,7 @@
// Implemented features: // Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) // [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.

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@ -41,6 +41,18 @@ HOW TO UPDATE?
Breaking changes: Breaking changes:
- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
- Pre-1.87 backends are not supported:
- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
- For more reference:
- read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88.
- read https://github.com/ocornut/imgui/issues/4921
- If you have trouble updating a very old codebase using legacy backend-specific key codes:
consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest.
Other changes: Other changes:
- Selectable: selected Selectables use ImGuiCol_Header instead of an arbitrary lerp - Selectable: selected Selectables use ImGuiCol_Header instead of an arbitrary lerp

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@ -29,7 +29,6 @@
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools. //---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. // It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.

173
imgui.cpp
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@ -174,7 +174,6 @@ CODE
- Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
- For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
- If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
@ -430,6 +429,16 @@ 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.
- 2024/11/06 (1.91.5) - commented/obsoleted out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before)
- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
- pre-1.87 backends are not supported:
- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
- for more reference:
- read 1.87 and 1.88 part of this section or read Changelog for 1.87 and 1.88.
- read https://github.com/ocornut/imgui/issues/4921
- if you have trouble updating a very old codebase using legacy backend-specific key codes: consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest.
- 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete). - 2024/10/18 (1.91.4) - renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor (for consistency with newly exposed and reworked features). Kept inline redirection enum (will obsolete).
- 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool. - 2024/10/14 (1.91.4) - moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!).
@ -1390,10 +1399,6 @@ ImGuiIO::ImGuiIO()
IniSavingRate = 5.0f; IniSavingRate = 5.0f;
IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
LogFilename = "imgui_log.txt"; LogFilename = "imgui_log.txt";
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
for (int i = 0; i < ImGuiKey_COUNT; i++)
KeyMap[i] = -1;
#endif
UserData = NULL; UserData = NULL;
Fonts = NULL; Fonts = NULL;
@ -1456,8 +1461,6 @@ ImGuiIO::ImGuiIO()
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
AppAcceptingEvents = true; AppAcceptingEvents = true;
BackendUsingLegacyKeyArrays = (ImS8)-1;
BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
} }
// Pass in translated ASCII characters for text input. // Pass in translated ASCII characters for text input.
@ -1538,9 +1541,6 @@ void ImGuiIO::ClearEventsQueue()
// Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
void ImGuiIO::ClearInputKeys() void ImGuiIO::ClearInputKeys()
{ {
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
memset(KeysDown, 0, sizeof(KeysDown));
#endif
for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
{ {
if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET))) if (ImGui::IsMouseKey((ImGuiKey)(n + ImGuiKey_KeysData_OFFSET)))
@ -1625,17 +1625,6 @@ void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; } else if (key == ImGuiKey_RightCtrl) { key = ImGuiKey_RightSuper; }
} }
// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
if (BackendUsingLegacyKeyArrays == -1)
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
BackendUsingLegacyKeyArrays = 0;
#endif
if (ImGui::IsGamepadKey(key))
BackendUsingLegacyNavInputArray = false;
// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
@ -1671,20 +1660,10 @@ void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native
return; return;
IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
IM_UNUSED(native_keycode); // Yet unused IM_UNUSED(key); // Yet unused
IM_UNUSED(native_scancode); // Yet unused IM_UNUSED(native_keycode); // Yet unused
IM_UNUSED(native_scancode); // Yet unused
// Build native->imgui map so old user code can still call key functions with native 0..511 values. IM_UNUSED(native_legacy_index); // Yet unused
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
return;
KeyMap[legacy_key] = key;
KeyMap[key] = legacy_key;
#else
IM_UNUSED(key);
IM_UNUSED(native_legacy_index);
#endif
} }
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
@ -8928,27 +8907,10 @@ ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
if (key & ImGuiMod_Mask_) if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key); key = ConvertSingleModFlagToKey(key);
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native
#else
IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
#endif
return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET]; return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
} }
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// Formally moved to obsolete section in 1.90.5 in spite of documented as obsolete since 1.87
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(IsNamedKey(key));
const ImGuiKeyData* key_data = GetKeyData(key);
return (ImGuiKey)(key_data - g.IO.KeysData);
}
#endif
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. // Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
static const char* const GKeyNames[] = static const char* const GKeyNames[] =
{ {
@ -8980,18 +8942,7 @@ const char* ImGui::GetKeyName(ImGuiKey key)
{ {
if (key == ImGuiKey_None) if (key == ImGuiKey_None)
return "None"; return "None";
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); IM_ASSERT(IsNamedKeyOrMod(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
#else
ImGuiContext& g = *GImGui;
if (IsLegacyKey(key))
{
if (g.IO.KeyMap[key] == -1)
return "N/A";
IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
key = (ImGuiKey)g.IO.KeyMap[key];
}
#endif
if (key & ImGuiMod_Mask_) if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key); key = ConvertSingleModFlagToKey(key);
if (!IsNamedKey(key)) if (!IsNamedKey(key))
@ -9635,74 +9586,6 @@ static void ImGui::UpdateKeyboardInputs()
if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard) if (io.ConfigFlags & ImGuiConfigFlags_NoKeyboard)
io.ClearInputKeys(); io.ClearInputKeys();
// Import legacy keys or verify they are not used
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
if (io.BackendUsingLegacyKeyArrays == 0)
{
// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
}
else
{
if (g.FrameCount == 0)
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
// Build reverse KeyMap (Named -> Legacy)
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
if (io.KeyMap[n] != -1)
{
IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
io.KeyMap[io.KeyMap[n]] = n;
}
// Import legacy keys into new ones
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
{
const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
io.KeysData[key].Down = io.KeysDown[n];
if (key != n)
io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
io.BackendUsingLegacyKeyArrays = 1;
}
if (io.BackendUsingLegacyKeyArrays == 1)
{
GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
}
}
#endif
// Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
{
#define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
#define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
#undef NAV_MAP_KEY
}
#endif
// Update aliases // Update aliases
for (int n = 0; n < ImGuiMouseButton_COUNT; n++) for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
@ -10100,13 +9983,6 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
key_changed_mask.SetBit(key_data_index); key_changed_mask.SetBit(key_data_index);
if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input) if (trickle_interleaved_nonchar_keys_and_text && !key_is_potentially_for_char_input)
key_changed_nonchar = true; key_changed_nonchar = true;
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
io.KeysDown[key_data_index] = key_data->Down;
if (io.KeyMap[key_data_index] != -1)
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
#endif
} }
else if (e->Type == ImGuiInputEventType_Text) else if (e->Type == ImGuiInputEventType_Text)
{ {
@ -10468,14 +10344,6 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
#endif
// Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way. // Error handling: we do not accept 100% silent recovery! Please contact me if you feel this is getting in your way.
if (g.IO.ConfigErrorRecovery) if (g.IO.ConfigErrorRecovery)
@ -15732,18 +15600,11 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{ {
Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
{ {
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
// User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
Indent(); Indent();
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
#else Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (!IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
//Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
#endif
Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
DebugRenderKeyboardPreview(GetWindowDrawList()); DebugRenderKeyboardPreview(GetWindowDrawList());

57
imgui.h
View File

@ -29,7 +29,7 @@
// Library Version // Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.91.5 WIP" #define IMGUI_VERSION "1.91.5 WIP"
#define IMGUI_VERSION_NUM 19143 #define IMGUI_VERSION_NUM 19144
#define IMGUI_HAS_TABLE #define IMGUI_HAS_TABLE
/* /*
@ -961,9 +961,8 @@ namespace ImGui
// Inputs Utilities: Keyboard/Mouse/Gamepad // Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: // - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. // - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
@ -1415,15 +1414,10 @@ enum ImGuiSortDirection : ImU8
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
}; };
// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
#define IMGUI_DISABLE_OBSOLETE_KEYIO
#endif
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. // A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). // All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. // Support for legacy keys was completely removed in 1.91.5.
// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 // Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). // Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. // The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
enum ImGuiKey : int enum ImGuiKey : int
@ -1535,19 +1529,12 @@ enum ImGuiKey : int
ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS) ImGuiMod_Super = 1 << 15, // Windows/Super (non-macOS), Ctrl (macOS)
ImGuiMod_Mask_ = 0xF000, // 4-bits ImGuiMod_Mask_ = 0xF000, // 4-bits
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
// If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
ImGuiKey_NamedKey_BEGIN = 512, ImGuiKey_NamedKey_BEGIN = 512,
ImGuiKey_NamedKey_END = ImGuiKey_COUNT, ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#else
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index.
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl ImGuiMod_Shortcut = ImGuiMod_Ctrl, // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
@ -1581,18 +1568,6 @@ enum ImGuiInputFlags_
ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out) ImGuiInputFlags_Tooltip = 1 << 18, // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
}; };
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
enum ImGuiNavInput
{
ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
ImGuiNavInput_COUNT,
};
#endif
// Configuration flags stored in io.ConfigFlags. Set by user/application. // Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_ enum ImGuiConfigFlags_
{ {
@ -2425,20 +2400,18 @@ struct ImGuiIO
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent() bool AppFocusLost; // Only modify via AddFocusEvent()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO // Old (<1.87): ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. // Read https://github.com/ocornut/imgui/issues/4921 for details.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. //int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. //bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
//float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#endif
// Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
// As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
@ -3617,9 +3590,6 @@ namespace ImGui
// OBSOLETED in 1.89.4 (from March 2023) // OBSOLETED in 1.89.4 (from March 2023)
static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } static inline void PushAllowKeyboardFocus(bool tab_stop) { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
static inline void PopAllowKeyboardFocus() { PopItemFlag(); } static inline void PopAllowKeyboardFocus() { PopItemFlag(); }
// OBSOLETED in 1.87 (from February 2022 but more formally obsoleted April 2024)
IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//-- OBSOLETED in 1.89 (from August 2022) //-- OBSOLETED in 1.89 (from August 2022)
@ -3627,6 +3597,9 @@ namespace ImGui
//-- OBSOLETED in 1.88 (from May 2022) //-- OBSOLETED in 1.88 (from May 2022)
//static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. //static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. //static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
//IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
//-- OBSOLETED in 1.86 (from November 2021) //-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021) //-- OBSOLETED in 1.85 (from August 2021)

View File

@ -7370,13 +7370,8 @@ static void ShowDemoWindowInputs()
// displaying the data for old/new backends. // displaying the data for old/new backends.
// User code should never have to go through such hoops! // User code should never have to go through such hoops!
// You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. // You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN; ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
ImGuiKey start_key = (ImGuiKey)0;
#endif
ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); } ImGui::Text("Keys down:"); for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
@ -7699,9 +7694,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
#endif #endif
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS #ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
#endif #endif