IO: set io.KeyModsPrev in EndFrame() to tolerate backend writing to io.KeyMods without breaking. (#4439)

Amend ff428f1
This commit is contained in:
ocornut 2021-08-17 20:33:27 +02:00
parent 2f40be638f
commit cd39460925
1 changed files with 1 additions and 1 deletions

View File

@ -4049,7 +4049,6 @@ void ImGui::NewFrame()
// Update keyboard input state
// Synchronize io.KeyMods with individual modifiers io.KeyXXX bools
g.IO.KeyModsPrev = g.IO.KeyMods;
g.IO.KeyMods = GetMergedKeyModFlags();
memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
@ -4487,6 +4486,7 @@ void ImGui::EndFrame()
// Clear Input data for next frame
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
g.IO.InputQueueCharacters.resize(0);
g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
CallContextHooks(&g, ImGuiContextHookType_EndFramePost);