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Inputs: amend changelog and clarify how the swap might be a breaking change for a minority of users. (#2343)

ocornut 1 год назад
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5107e58b0f
2 измененных файлов с 14 добавлено и 11 удалено
  1. 11 11
      docs/CHANGELOG.txt
  2. 3 0
      imgui.cpp

+ 11 - 11
docs/CHANGELOG.txt

@@ -41,23 +41,23 @@ HOW TO UPDATE?
 
 Breaking changes:
 
-- Inputs: removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super,
-  it is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
-  Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
+- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(),
+  as this naturally align with how macOS X uses those keys. (#2343, #4084, #5923, #456)
+  - Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
+    for both Windows and Mac style users.
+  - It shouldn't really affect your code unless you had explicit/custom shortcut swapping in
+    place for macOS X apps in your input logic.
+  - Removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super.
+    It is now unnecessary to specific cross-platform idiomatic shortcuts.
+    Kept symbols redirecting ImGuiMod_Shortcut to ImGuiMod_Ctrl (will obsolete).
 - Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
   ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
   overlooked from the API but it will facilitate eventual support for multi-viewports.
 
 Other changes:
 
-- Inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent(). 
-  (#2343, #4084, #5923, #456)
-  - Effectively it means that e.g. ImGuiMod_Ctrl | ImGuiKey_C is a valid idiomatic shortcut
-    for both Windows and Mac style users.
-  - Removed ImGuiMod_Shortcut which was previously dynamically mapping to Ctrl or Cmd/Super,
-    it now always redirect to Ctrl (kept redirection enum).
-  - Fixes variety of code which inconsistently required using Ctrl instead of Cmd,
-    e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
+- Inputs: (OSX) Fixes variety of code which inconsistently required using Ctrl instead of Cmd.
+  - e.g. Drags/Sliders now use Cmd+Click to input a value. (#4084)
   - Some shortcuts still uses Ctrl on Mac: e.g. Ctrl+Tab to switch windows. (#4828)
 - Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.
   Broken during a refactor refactor for 1.89. Holding Shift/R1 to speed up wasn't broken.

+ 3 - 0
imgui.cpp

@@ -430,6 +430,9 @@ 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.
  You can read releases logs https://github.com/ocornut/imgui/releases for more details.
 
+ - 2024/05/16 (1.90.7) - inputs: on macOS X, Cmd and Ctrl keys are now automatically swapped by io.AddKeyEvent() as this naturally align with how macOS X uses those keys.
+                           - it shouldn't really affect you unless you had custom shortcut swapping in place for macOS X apps.
+                           - removed ImGuiMod_Shortcut which was previously dynamically remapping to Ctrl or Cmd/Super. It is now unnecessary to specific cross-platform idiomatic shortcuts. (#2343, #4084, #5923, #456)
  - 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
  - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
                            - old: TreeNode("##Hidden"); SameLine(); Text("Hello");     // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).