Merge branch 'master' into docking
This commit is contained in:
commit
bc77cccd31
@ -311,7 +311,8 @@ static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text)
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}
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#endif
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static ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code)
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{
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switch (key_code)
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{
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@ -215,9 +215,12 @@ static void ImGui_ImplGlfw_InitPlatformInterface();
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static void ImGui_ImplGlfw_ShutdownPlatformInterface();
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// Functions
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static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
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{
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switch (key)
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IM_UNUSED(scancode);
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switch (keycode)
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{
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case GLFW_KEY_TAB: return ImGuiKey_Tab;
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case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow;
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@ -385,6 +388,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
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io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
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}
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// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
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static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
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{
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#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
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@ -435,7 +439,7 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, i
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keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);
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ImGuiIO& io = ImGui::GetIO();
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ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode);
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ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
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io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
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io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
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}
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@ -289,7 +289,9 @@ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view);
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@end
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// Functions
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static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
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{
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switch (key_code)
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{
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@ -202,7 +202,8 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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}
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}
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static ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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{
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IM_UNUSED(scancode);
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switch (keycode)
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@ -172,7 +172,8 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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}
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}
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static ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode)
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{
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// Keypad doesn't have individual key values in SDL3
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switch (scancode)
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@ -495,12 +495,14 @@ void ImGui_ImplWin32_NewFrame()
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ImGui_ImplWin32_UpdateGamepads();
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}
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// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
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#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
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// Map VK_xxx to ImGuiKey_xxx.
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static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
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// Not static to allow third-party code to use that if they want to (but undocumented)
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ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam)
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{
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// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED.
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if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
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return ImGuiKey_KeypadEnter;
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switch (wParam)
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{
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case VK_TAB: return ImGuiKey_Tab;
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@ -549,7 +551,6 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
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case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
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case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
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case VK_ADD: return ImGuiKey_KeypadAdd;
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case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
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case VK_LSHIFT: return ImGuiKey_LeftShift;
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case VK_LCONTROL: return ImGuiKey_LeftCtrl;
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case VK_LMENU: return ImGuiKey_LeftAlt;
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@ -771,12 +772,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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// Submit modifiers
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ImGui_ImplWin32_UpdateKeyModifiers();
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// Obtain virtual key code
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// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
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int vk = (int)wParam;
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if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
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vk = IM_VK_KEYPAD_ENTER;
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const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
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// Obtain virtual key code and convert to ImGuiKey
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const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam);
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const int vk = (int)wParam;
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const int scancode = (int)LOBYTE(HIWORD(lParam));
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// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
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@ -36,10 +36,10 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.91.2 WIP (In Progress)
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VERSION 1.91.2 (Released 2024-09-19)
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-----------------------------------------------------------------------
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Breaking changes:
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.2
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Other changes:
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@ -54,7 +54,7 @@ Other changes:
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- I've been wanting to add this tool for a long time, but was stalled by finding a way to
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not make it spammy + make it practically zero cost. After @pthom made various proposals to
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solve the same problem (thanks for pushing me!), I decided it was time to finish it.
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- Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag/PopItemFlag() if for some
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- Added ImGuiItemFlags_AllowDuplicateId to use with PushItemFlag()/PopItemFlag() if for some
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reason you intend to have duplicate identifiers.
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- (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768,
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#2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008,
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@ -97,8 +97,7 @@ Docking+Viewports Branch:
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- Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog
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mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
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- Backends: SDL3: added support for viewport->ParentViewportId field to support parenting
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windows at OS level. (#7973) [@RT2code]
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- Backends: SDL3: rework implementation of _NoTaskBarIcon. (#7989) [@RT2code]
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windows at OS level. (#7973, #7989) [@RT2code]
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-----------------------------------------------------------------------
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VERSION 1.91.1 (Released 2024-09-04)
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@ -1,4 +1,4 @@
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// dear imgui, v1.91.2 WIP
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// dear imgui, v1.91.2
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// (main code and documentation)
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// Help:
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6
imgui.h
6
imgui.h
@ -1,4 +1,4 @@
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// dear imgui, v1.91.2 WIP
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// dear imgui, v1.91.2
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// (headers)
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// Help:
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@ -28,8 +28,8 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.91.2 WIP"
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#define IMGUI_VERSION_NUM 19115
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#define IMGUI_VERSION "1.91.2"
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#define IMGUI_VERSION_NUM 19120
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#define IMGUI_HAS_TABLE
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#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
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#define IMGUI_HAS_DOCK // Docking WIP branch
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@ -1,4 +1,4 @@
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// dear imgui, v1.91.2 WIP
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// dear imgui, v1.91.2
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// (demo code)
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// Help:
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@ -1,4 +1,4 @@
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// dear imgui, v1.91.2 WIP
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// dear imgui, v1.91.2
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// (drawing and font code)
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/*
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@ -1,4 +1,4 @@
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// dear imgui, v1.91.2 WIP
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// dear imgui, v1.91.2
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// (internal structures/api)
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// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
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@ -1,4 +1,4 @@
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// dear imgui, v1.91.2 WIP
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// dear imgui, v1.91.2
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// (tables and columns code)
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/*
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@ -1,4 +1,4 @@
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// dear imgui, v1.91.2 WIP
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// dear imgui, v1.91.2
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// (widgets code)
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/*
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