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Added ImGuiKey_Space, mapped in every examples. Will be required for navigation. (#787)

pull/1608/head
omar 7 years ago
parent
commit
057807f4a7
  1. 1
      examples/allegro5_example/imgui_impl_a5.cpp
  2. 1
      examples/apple_example/imguiex-ios/imgui_impl_ios.mm
  3. 1
      examples/directx10_example/imgui_impl_dx10.cpp
  4. 1
      examples/directx11_example/imgui_impl_dx11.cpp
  5. 1
      examples/directx9_example/imgui_impl_dx9.cpp
  6. 1
      examples/marmalade_example/imgui_impl_marmalade.cpp
  7. 1
      examples/opengl2_example/imgui_impl_glfw_gl2.cpp
  8. 1
      examples/opengl3_example/imgui_impl_glfw_gl3.cpp
  9. 1
      examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
  10. 1
      examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
  11. 1
      examples/vulkan_example/imgui_impl_glfw_vulkan.cpp
  12. 23
      imgui.h

1
examples/allegro5_example/imgui_impl_a5.cpp

@ -180,6 +180,7 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
io.KeyMap[ImGuiKey_Insert] = ALLEGRO_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;

1
examples/apple_example/imguiex-ios/imgui_impl_ios.mm

@ -491,6 +491,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;

1
examples/directx10_example/imgui_impl_dx10.cpp

@ -553,6 +553,7 @@ bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';

1
examples/directx11_example/imgui_impl_dx11.cpp

@ -556,6 +556,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';

1
examples/directx9_example/imgui_impl_dx9.cpp

@ -272,6 +272,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';

1
examples/marmalade_example/imgui_impl_marmalade.cpp

@ -224,6 +224,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
io.KeyMap[ImGuiKey_Insert] = s3eKeyInsert;
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
io.KeyMap[ImGuiKey_A] = s3eKeyA;

1
examples/opengl2_example/imgui_impl_glfw_gl2.cpp

@ -217,6 +217,7 @@ bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;

1
examples/opengl3_example/imgui_impl_glfw_gl3.cpp

@ -331,6 +331,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;

1
examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp

@ -220,6 +220,7 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;

1
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp

@ -332,6 +332,7 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;

1
examples/vulkan_example/imgui_impl_glfw_vulkan.cpp

@ -755,6 +755,7 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;

23
imgui.h

@ -693,6 +693,7 @@ enum ImGuiKey_
ImGuiKey_Backspace, // for text edit
ImGuiKey_Enter, // for text edit
ImGuiKey_Escape, // for text edit
ImGuiKey_Space,
ImGuiKey_A, // for text edit CTRL+A: select all
ImGuiKey_C, // for text edit CTRL+C: copy
ImGuiKey_V, // for text edit CTRL+V: paste
@ -999,17 +1000,17 @@ struct ImGuiIO
// Input - Fill before calling NewFrame()
//------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // 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).
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel (Horizontal). Most users don't have a mouse with an horizontal wheel, may not be filled by all back ends.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // 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).
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
float NavInputs[ImGuiNavInput_COUNT];
// Functions

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