Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
Amend 3a90dc38
(#2589, #2598, #3108, #3113, #3653, #4642)
This commit is contained in:
parent
6228c2e1ec
commit
8a3dfda8d0
@ -41,6 +41,9 @@ HOW TO UPDATE?
|
|||||||
|
|
||||||
Breaking changes:
|
Breaking changes:
|
||||||
|
|
||||||
|
- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing
|
||||||
|
to 'void* ImGuiViewport::PlatformHandleRaw'.
|
||||||
|
|
||||||
Other changes:
|
Other changes:
|
||||||
|
|
||||||
- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
|
- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
|
||||||
|
14
imgui.cpp
14
imgui.cpp
@ -424,6 +424,7 @@ 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.
|
||||||
|
|
||||||
|
- 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
|
||||||
- 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
|
- 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
|
||||||
- 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
|
- 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
|
||||||
- 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
|
- 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls.
|
||||||
@ -5028,18 +5029,7 @@ void ImGui::EndFrame()
|
|||||||
{
|
{
|
||||||
IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
|
IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
|
||||||
ImGuiViewport* viewport = GetMainViewport();
|
ImGuiViewport* viewport = GetMainViewport();
|
||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
g.IO.SetPlatformImeDataFn(viewport, ime_data);
|
||||||
if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
|
|
||||||
{
|
|
||||||
viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
|
|
||||||
g.IO.SetPlatformImeDataFn(viewport, ime_data);
|
|
||||||
viewport->PlatformHandleRaw = NULL;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
g.IO.SetPlatformImeDataFn(viewport, ime_data);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Hide implicit/fallback "Debug" window if it hasn't been used
|
// Hide implicit/fallback "Debug" window if it hasn't been used
|
||||||
|
6
imgui.h
6
imgui.h
@ -2187,11 +2187,7 @@ struct ImGuiIO
|
|||||||
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.
|
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.
|
||||||
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.
|
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.
|
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.
|
||||||
#endif
|
//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
|
||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
||||||
void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
|
|
||||||
#else
|
|
||||||
void* _UnusedPadding;
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
//------------------------------------------------------------------
|
//------------------------------------------------------------------
|
||||||
|
@ -1965,8 +1965,8 @@ struct ImGuiContext
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Next window/item data
|
// Next window/item data
|
||||||
ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back()
|
ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
|
||||||
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
|
ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back()
|
||||||
ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
|
ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
|
||||||
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
|
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
|
||||||
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
|
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
|
||||||
@ -1993,7 +1993,7 @@ struct ImGuiContext
|
|||||||
// Gamepad/keyboard Navigation
|
// Gamepad/keyboard Navigation
|
||||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
|
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
|
||||||
ImGuiID NavId; // Focused item for navigation
|
ImGuiID NavId; // Focused item for navigation
|
||||||
ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
|
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
|
||||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
|
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
|
||||||
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
|
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
|
||||||
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
|
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
|
||||||
|
Loading…
Reference in New Issue
Block a user