- used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
@ -158,10 +167,10 @@ Breaking changes:
- requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
- always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
- As always we are keeping a redirection function available (will obsolete later).
- Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057)
- Removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)'. (#1057)
Must always pass a pointer value explicitly, NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
If you used TreePush() replace with TreePush((void*)NULL);
- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255)
- Removed support for 1.42-era IMGUI_DISABLE_INCLUDE_IMCONFIG_H / IMGUI_INCLUDE_IMCONFIG_H. (#255)
They only made sense before we could use IMGUI_USER_CONFIG.
if(flags&(ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput))// Disable keyboard tabbing out as we will use the \t character.
{
SetKeyOwner(ImGuiKey_Tab,id);
}
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
constboolis_wordmove_key_down=is_osx?io.KeyAlt:io.KeyCtrl;// OS X style: Text editing cursor movement using Alt instead of Ctrl
constboolis_startend_key_down=is_osx&&io.KeySuper&&!io.KeyCtrl&&!io.KeyAlt;// OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
// Using Shortcut() with ImGuiInputFlags_RouteFocused flag to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
// Otherwise we could simply assume that we own the keys as we are active.
// 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.