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ImGuiIO: moved IMGUI_DISABLE_OBSOLETE_KEYIO block lower in the structure so other fields layout are not affected by it (#7534)
This is essentially a misleading grace feature allowing a build mistake to be made, as we technically are more flexible now. BUT if we reintroduce a need we may more harshly move it to the top of the structure to detect issues.
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14
imgui.cpp
14
imgui.cpp
@ -9570,13 +9570,15 @@ bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags
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//-----------------------------------------------------------------------------
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// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
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// This is called by IMGUI_CHECKVERSION().
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// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
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// If this triggers you have an issue:
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// - Most commonly: mismatched headers and compiled code version.
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// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
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// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
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// which is way it is required you put them in your imconfig file (and not just before including imgui.h).
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// Otherwise it is possible that different compilation units would see different structure layout
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// If this triggers you have mismatched headers and compiled code versions.
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// - It could be because of a build issue (using new headers with old compiled code)
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// - It could be because of mismatched configuration #define, compilation settings, packing pragma etc.
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// THE CONFIGURATION SETTINGS MENTIONED IN imconfig.h MUST BE SET FOR ALL COMPILATION UNITS INVOLVED WITH DEAR IMGUI.
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// Which is why it is required you put them in your imconfig file (and NOT only before including imgui.h).
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// Otherwise it is possible that different compilation units would see different structure layout.
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// If you don't want to modify imconfig.h you can use the IMGUI_USER_CONFIG define to change filename.
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bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
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{
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bool error = false;
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22
imgui.h
22
imgui.h
@ -28,7 +28,7 @@
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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 "1.90.6 WIP"
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#define IMGUI_VERSION_NUM 19052
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#define IMGUI_VERSION_NUM 19053
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#define IMGUI_HAS_TABLE
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/*
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@ -2199,16 +2199,6 @@ struct ImGuiIO
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int MetricsActiveWindows; // Number of active windows
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ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
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// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
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// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
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// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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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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//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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// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
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//------------------------------------------------------------------
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@ -2254,6 +2244,16 @@ struct ImGuiIO
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ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
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ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
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// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
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// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
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// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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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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//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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IMGUI_API ImGuiIO();
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};
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