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)
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@ -41,6 +41,9 @@ HOW TO UPDATE?
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Breaking changes:
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- Commented out ImGuiIO::ImeWindowHandle obsoleted in 1.87 in favor of writing
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to 'void* ImGuiViewport::PlatformHandleRaw'.
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Other changes:
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- Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957)
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12
imgui.cpp
12
imgui.cpp
@ -424,6 +424,7 @@ 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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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter.
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- 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges.
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- 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.
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@ -5028,18 +5029,7 @@ void ImGui::EndFrame()
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{
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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);
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ImGuiViewport* viewport = GetMainViewport();
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
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{
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viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
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g.IO.SetPlatformImeDataFn(viewport, ime_data);
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viewport->PlatformHandleRaw = NULL;
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}
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else
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#endif
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{
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g.IO.SetPlatformImeDataFn(viewport, ime_data);
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}
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}
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// Hide implicit/fallback "Debug" window if it hasn't been used
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6
imgui.h
6
imgui.h
@ -2187,11 +2187,7 @@ struct ImGuiIO
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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.
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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.
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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.
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#endif
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
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#else
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void* _UnusedPadding;
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//void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
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#endif
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//------------------------------------------------------------------
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@ -1965,8 +1965,8 @@ struct ImGuiContext
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#endif
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// Next window/item data
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ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back()
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ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
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ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
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ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back()
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ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
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ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
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ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
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@ -1993,7 +1993,7 @@ struct ImGuiContext
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// Gamepad/keyboard Navigation
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
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ImGuiID NavId; // Focused item for navigation
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ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
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ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
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