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	IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541)
This commit is contained in:
		@@ -33,6 +33,7 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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Breaking Changes:
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- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
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Other Changes:
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- Columns: Fixed Separator from creating an extraneous draw command. (#125)
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@@ -40,6 +41,9 @@ Other Changes:
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- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
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  but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
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- Scrollbar: Very minor bounding box adjustment to cope with various border size.
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- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
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  the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
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  support. (#2538, #2541)
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-----------------------------------------------------------------------
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@@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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//  2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
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//  2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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//  2018-11-30: Platform: Added touchscreen support.
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//  2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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@@ -353,8 +354,7 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
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        return true;
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    case ALLEGRO_EVENT_KEY_CHAR:
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        if (ev->keyboard.display == g_Display)
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            if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
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                io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
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            io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
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        return true;
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    case ALLEGRO_EVENT_KEY_DOWN:
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    case ALLEGRO_EVENT_KEY_UP:
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@@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
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//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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//  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
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@@ -120,8 +121,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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        g_PrevUserCallbackChar(window, c);
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    ImGuiIO& io = ImGui::GetIO();
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    if (c > 0 && c < 0x10000)
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        io.AddInputCharacter((unsigned short)c);
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    io.AddInputCharacter(c);
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}
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static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
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@@ -118,7 +118,7 @@ void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
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    //printf("char_down_func %d '%c'\n", c, c);
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    ImGuiIO& io = ImGui::GetIO();
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    if (c >= 32)
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        io.AddInputCharacter((unsigned short)c);
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        io.AddInputCharacter((unsigned int)c);
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    // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
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    // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
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@@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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//  2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
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//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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@@ -166,8 +167,7 @@ int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
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    if ((e->m_Char > 0 && e->m_Char < 0x10000))
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        io.AddInputCharacter((unsigned short)e->m_Char);
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    io.AddInputCharacter((unsigned int)e->m_Char);
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    return 0;
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}
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@@ -12,6 +12,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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//  2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
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//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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//  2018-07-07: Initial version.
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@@ -189,8 +190,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
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        for (int i = 0; i < len; i++)
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        {
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            int c = [str characterAtIndex:i];
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            if (c < 0xF700 && !io.KeyCtrl)
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                io.AddInputCharacter((unsigned short)c);
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            if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
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                io.AddInputCharacter((unsigned int)c);
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            // We must reset in case we're pressing a sequence of special keys while keeping the command pressed
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            int key = mapCharacterToKey(c);
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@@ -18,6 +18,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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//  2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
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//  2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
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//  2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
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//  2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
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@@ -305,8 +306,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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        return 0;
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    case WM_CHAR:
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        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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        if (wParam > 0 && wParam < 0x10000)
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            io.AddInputCharacter((unsigned short)wParam);
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        io.AddInputCharacter((unsigned int)wParam);
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        return 0;
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    case WM_SETCURSOR:
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        if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
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@@ -369,6 +369,7 @@ CODE
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 When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
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 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
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 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
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 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
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@@ -1251,9 +1252,10 @@ ImGuiIO::ImGuiIO()
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// Pass in translated ASCII characters for text input.
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// - with glfw you can get those from the callback set in glfwSetCharCallback()
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// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
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void ImGuiIO::AddInputCharacter(ImWchar c)
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void ImGuiIO::AddInputCharacter(unsigned int c)
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{
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    InputQueueCharacters.push_back(c);
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    if (c > 0 && c < 0x10000)
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        InputQueueCharacters.push_back((ImWchar)c);
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}
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void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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@@ -1262,7 +1264,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
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    {
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        unsigned int c = 0;
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        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
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        if (c > 0 && c <= 0xFFFF)
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        if (c > 0 && c < 0x10000)
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            InputQueueCharacters.push_back((ImWchar)c);
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    }
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}
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										2
									
								
								imgui.h
									
									
									
									
									
								
							
							
						
						
									
										2
									
								
								imgui.h
									
									
									
									
									
								
							@@ -1402,7 +1402,7 @@ struct ImGuiIO
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    float       NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
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    // Functions
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    IMGUI_API void  AddInputCharacter(ImWchar c);               // Queue new character input
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    IMGUI_API void  AddInputCharacter(unsigned int c);          // Queue new character input
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    IMGUI_API void  AddInputCharactersUTF8(const char* str);    // Queue new characters input from an UTF-8 string
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    IMGUI_API void  ClearInputCharacters();                     // Clear the text input buffer manually
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