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Fix typos KeyDown => KeysDown

daniel-murray %!s(int64=7) %!d(string=hai) anos
pai
achega
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 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.
     - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
  - To use Keyboard Navigation:
  - 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.
 	- 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.
     - 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.
       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_HasMouseCursors;   // We can honor GetMouseCursor() values
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
     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_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
     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_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
     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_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
     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_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
     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_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
     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_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
     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_Tab] = VK_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
     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_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
     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_Tab] = GLFW_KEY_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
     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_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;    // We can honor io.WantSetMousePos requests (optional, rarely used)
     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_Tab] = GLFW_KEY_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
     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();
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     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_Tab] = SDL_SCANCODE_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
     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();
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     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_Tab] = SDL_SCANCODE_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
     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();
     ImGuiIO& io = ImGui::GetIO();
     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;   // We can honor GetMouseCursor() values (optional)
     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_Tab] = GLFW_KEY_TAB;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
     io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
     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.
       to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
  - Keyboard:
  - Keyboard:
     - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. 
     - 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
     - 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:
       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.
        - 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];
     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)
 bool ImGui::IsKeyDown(int user_key_index)
 {
 {
     if (user_key_index < 0) return false;
     if (user_key_index < 0) return false;

+ 4 - 4
imgui.h

@@ -516,7 +516,7 @@ namespace ImGui
 
 
     // Inputs
     // Inputs
     IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
     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          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 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
     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
 // [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().
 // 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.
 // Read instructions in imgui.cpp for more details. Download PNG/PSD at goo.gl/9LgVZW.
 enum ImGuiNavInput_
 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)
     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.
     // [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_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
     ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
     ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
     ImGuiNavInput_KeyRight_,     // move right
     ImGuiNavInput_KeyRight_,     // move right
@@ -775,7 +775,7 @@ enum ImGuiNavInput_
 // Configuration flags stored in io.ConfigFlags. Set by user/application.
 // Configuration flags stored in io.ConfigFlags. Set by user/application.
 enum ImGuiConfigFlags_
 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_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_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. 
     ImGuiConfigFlags_NavNoCaptureKeyboard   = 1 << 3,   // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.