Inputs: rename ImGuiKey_KeyPadEnter > ImGuiKey_KeypadEnter (#2625)

docking
ocornut 3 years ago
parent 100ede5764
commit afffcd5810

@ -314,7 +314,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE; io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER; io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE; io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER; io.KeyMap[ImGuiKey_KeypadEnter] = ALLEGRO_KEY_PAD_ENTER;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A; io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C; io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V; io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;

@ -11,7 +11,7 @@
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) // - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) // - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
@ -139,7 +139,7 @@ bool ImGui_ImplAndroid_Init(ANativeWindow* window)
io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE; io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER; io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE; io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER; io.KeyMap[ImGuiKey_KeypadEnter] = AKEYCODE_NUMPAD_ENTER;
io.KeyMap[ImGuiKey_A] = AKEYCODE_A; io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
io.KeyMap[ImGuiKey_C] = AKEYCODE_C; io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
io.KeyMap[ImGuiKey_V] = AKEYCODE_V; io.KeyMap[ImGuiKey_V] = AKEYCODE_V;

@ -256,7 +256,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; io.KeyMap[ImGuiKey_KeypadEnter] = GLFW_KEY_KP_ENTER;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;

@ -65,7 +65,7 @@ bool ImGui_ImplGLUT_Init()
io.KeyMap[ImGuiKey_Space] = ' '; io.KeyMap[ImGuiKey_Space] = ' ';
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_Escape] = 27; io.KeyMap[ImGuiKey_Escape] = 27;
io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M io.KeyMap[ImGuiKey_KeypadEnter] = 13; // == CTRL+M
io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V'; io.KeyMap[ImGuiKey_V] = 'V';

@ -232,7 +232,7 @@ bool ImGui_ImplOSX_Init(NSView* view)
io.KeyMap[ImGuiKey_Space] = kVK_Space; io.KeyMap[ImGuiKey_Space] = kVK_Space;
io.KeyMap[ImGuiKey_Enter] = kVK_Return; io.KeyMap[ImGuiKey_Enter] = kVK_Return;
io.KeyMap[ImGuiKey_Escape] = kVK_Escape; io.KeyMap[ImGuiKey_Escape] = kVK_Escape;
io.KeyMap[ImGuiKey_KeyPadEnter] = kVK_ANSI_KeypadEnter; io.KeyMap[ImGuiKey_KeypadEnter] = kVK_ANSI_KeypadEnter;
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A; io.KeyMap[ImGuiKey_A] = kVK_ANSI_A;
io.KeyMap[ImGuiKey_C] = kVK_ANSI_C; io.KeyMap[ImGuiKey_C] = kVK_ANSI_C;
io.KeyMap[ImGuiKey_V] = kVK_ANSI_V; io.KeyMap[ImGuiKey_V] = kVK_ANSI_V;

@ -207,7 +207,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE; io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN; io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE; io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER; io.KeyMap[ImGuiKey_KeypadEnter] = SDL_SCANCODE_KP_ENTER;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A; io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C; io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V; io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;

@ -141,7 +141,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN; io.KeyMap[ImGuiKey_KeypadEnter] = VK_RETURN;
io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V'; io.KeyMap[ImGuiKey_V] = 'V';

@ -37,6 +37,7 @@ HOW TO UPDATE?
Breaking Changes: Breaking Changes:
- Renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. (#2625)
- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) - Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x

@ -386,8 +386,9 @@ CODE
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. 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.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 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'. - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
- 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) - 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'.
- 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)
- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());

@ -1367,7 +1367,7 @@ enum ImGuiKey_
ImGuiKey_Space, ImGuiKey_Space,
ImGuiKey_Enter, ImGuiKey_Enter,
ImGuiKey_Escape, ImGuiKey_Escape,
ImGuiKey_KeyPadEnter, ImGuiKey_KeypadEnter,
ImGuiKey_A, // for text edit CTRL+A: select all ImGuiKey_A, // for text edit CTRL+A: select all
ImGuiKey_C, // for text edit CTRL+C: copy ImGuiKey_C, // for text edit CTRL+C: copy
ImGuiKey_V, // for text edit CTRL+V: paste ImGuiKey_V, // for text edit CTRL+V: paste
@ -1375,6 +1375,9 @@ enum ImGuiKey_
ImGuiKey_Y, // for text edit CTRL+Y: redo ImGuiKey_Y, // for text edit CTRL+Y: redo
ImGuiKey_Z, // for text edit CTRL+Z: undo ImGuiKey_Z, // for text edit CTRL+Z: undo
ImGuiKey_COUNT ImGuiKey_COUNT
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87
#endif
}; };
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend) // To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)

@ -4305,7 +4305,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
// 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. // 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.
const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter); const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeypadEnter);
const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed); const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);

Loading…
Cancel
Save