Browse Source

Fix typos KeyDown => KeysDown

daniel-murray 7 years ago
parent
commit
83d97d4a9b

+ 1 - 1
CHANGELOG.txt

@@ -91,7 +91,7 @@ Other Changes:
     - See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
     - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
  - To use Keyboard Navigation:
-    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
+    - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
 	- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
     - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
       For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.

+ 1 - 1
examples/directx10_example/imgui_impl_dx10.cpp

@@ -593,7 +593,7 @@ bool    ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
     io.KeyMap[ImGuiKey_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;

+ 1 - 1
examples/directx11_example/imgui_impl_dx11.cpp

@@ -598,7 +598,7 @@ bool    ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
     io.KeyMap[ImGuiKey_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;

+ 1 - 1
examples/directx12_example/imgui_impl_dx12.cpp

@@ -730,7 +730,7 @@ bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
     io.KeyMap[ImGuiKey_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;

+ 1 - 1
examples/directx9_example/imgui_impl_dx9.cpp

@@ -309,7 +309,7 @@ bool    ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
     io.KeyMap[ImGuiKey_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;

+ 1 - 1
examples/opengl2_example/imgui_impl_glfw_gl2.cpp

@@ -239,7 +239,7 @@ bool    ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;

+ 1 - 1
examples/opengl3_example/imgui_impl_glfw_gl3.cpp

@@ -371,7 +371,7 @@ bool    ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks, const
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;

+ 1 - 1
examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp

@@ -231,7 +231,7 @@ bool    ImGui_ImplSdlGL2_Init(SDL_Window* window)
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;

+ 1 - 1
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp

@@ -364,7 +364,7 @@ bool    ImGui_ImplSdlGL3_Init(SDL_Window* window, const char* glsl_version)
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;

+ 1 - 1
examples/vulkan_example/imgui_impl_glfw_vulkan.cpp

@@ -774,7 +774,7 @@ bool    ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
 
-    // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
+    // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
     io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;

+ 2 - 2
imgui.cpp

@@ -236,7 +236,7 @@
       to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
  - Keyboard:
     - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. 
-      NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
+      NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
     - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
       will be set. For more advanced uses, you may want to read from:
        - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
@@ -4539,7 +4539,7 @@ int ImGui::GetKeyIndex(ImGuiKey imgui_key)
     return GImGui->IO.KeyMap[imgui_key];
 }
 
-// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your back-end/engine stored them into KeyDown[]!
+// Note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your back-end/engine stored them into io.KeysDown[]!
 bool ImGui::IsKeyDown(int user_key_index)
 {
     if (user_key_index < 0) return false;

+ 4 - 4
imgui.h

@@ -516,7 +516,7 @@ namespace ImGui
 
     // Inputs
     IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
-    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
+    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
     IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
     IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
     IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
@@ -738,7 +738,7 @@ enum ImGuiKey_
 };
 
 // [BETA] Gamepad/Keyboard directional navigation
-// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
+// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
 // Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
 // Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
 enum ImGuiNavInput_
@@ -762,7 +762,7 @@ enum ImGuiNavInput_
     ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
 
     // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
-    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
+    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
     ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
     ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
     ImGuiNavInput_KeyRight_,     // move right
@@ -775,7 +775,7 @@ enum ImGuiNavInput_
 // Configuration flags stored in io.ConfigFlags. Set by user/application.
 enum ImGuiConfigFlags_
 {
-    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeyDown[].
+    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
     ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
     ImGuiConfigFlags_NavEnableSetMousePos   = 1 << 2,   // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
     ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.