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Inputs: rename ImGuiKey_KeyPadEnter > ImGuiKey_KeypadEnter (#2625)
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@ -314,7 +314,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
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io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
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io.KeyMap[ImGuiKey_KeypadEnter] = ALLEGRO_KEY_PAD_ENTER;
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io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
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io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
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io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
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@ -11,7 +11,7 @@
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// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
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// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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@ -139,7 +139,7 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
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io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
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io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
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io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
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io.KeyMap[ImGuiKey_KeypadEnter] = AKEYCODE_NUMPAD_ENTER;
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io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
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io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
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io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
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@ -256,7 +256,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
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io.KeyMap[ImGuiKey_KeypadEnter] = GLFW_KEY_KP_ENTER;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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@ -65,7 +65,7 @@ bool ImGui_ImplGLUT_Init()
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io.KeyMap[ImGuiKey_Space] = ' ';
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io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_Escape] = 27;
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io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_KeypadEnter] = 13; // == CTRL+M
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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@ -232,7 +232,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
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io.KeyMap[ImGuiKey_Space] = kVK_Space;
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io.KeyMap[ImGuiKey_Enter] = kVK_Return;
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io.KeyMap[ImGuiKey_Escape] = kVK_Escape;
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io.KeyMap[ImGuiKey_KeyPadEnter] = kVK_ANSI_KeypadEnter;
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io.KeyMap[ImGuiKey_KeypadEnter] = kVK_ANSI_KeypadEnter;
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io.KeyMap[ImGuiKey_A] = kVK_ANSI_A;
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io.KeyMap[ImGuiKey_C] = kVK_ANSI_C;
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io.KeyMap[ImGuiKey_V] = kVK_ANSI_V;
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@ -207,7 +207,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
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io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
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io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
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io.KeyMap[ImGuiKey_KeypadEnter] = SDL_SCANCODE_KP_ENTER;
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io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
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io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
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io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
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@ -141,7 +141,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
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io.KeyMap[ImGuiKey_Space] = VK_SPACE;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
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io.KeyMap[ImGuiKey_KeypadEnter] = VK_RETURN;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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@ -37,6 +37,7 @@ HOW TO UPDATE?
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Breaking Changes:
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- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
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- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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@ -386,8 +386,9 @@ 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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- 2022/03/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/03/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
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- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
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5
imgui.h
5
imgui.h
@ -1367,7 +1367,7 @@ enum ImGuiKey_
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ImGuiKey_Space,
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ImGuiKey_Enter,
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ImGuiKey_Escape,
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ImGuiKey_KeyPadEnter,
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ImGuiKey_KeypadEnter,
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ImGuiKey_A, // for text edit CTRL+A: select all
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ImGuiKey_C, // for text edit CTRL+C: copy
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ImGuiKey_V, // for text edit CTRL+V: paste
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@ -1375,6 +1375,9 @@ enum ImGuiKey_
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ImGuiKey_Y, // for text edit CTRL+Y: redo
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ImGuiKey_Z, // for text edit CTRL+Z: undo
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ImGuiKey_COUNT
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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, ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87
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#endif
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};
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// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
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@ -4305,7 +4305,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
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// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
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const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter);
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const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeypadEnter);
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const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
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const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
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