IO: Added io.ClearEventsQueue(). Obsoleted io.ClearInputCharacters(). (#4921)
cc #2425 #1153 #1600
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 6dfcccd..b2242e1 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -36,8 +36,19 @@
Breaking changes:
+- IO: Obsoleted io.ClearInputCharacters() (added in 1.47) as it now ambiguous
+ and often incorrect/misleading considering the existence of a higher-level
+ input queue. (#4921)
+
Other changes:
+- IO: Added io.ClearEventsQueue() to clear incoming inputs events. (#4921)
+ May be useful in conjunction with io.ClearInputsKeys() if you need to clear
+ both current inputs state and queued events (e.g. when using blocking native
+ dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()).
+- IO: Changed io.ClearInputsKeys() specs to also clear current frame character buffer
+ (what now obsoleted io.ClearInputCharacters() did), as this is effectively the
+ desirable behavior.
- Demo: Better showcase use of SetNextItemAllowOverlap(). (#6574, #6512, #3909, #517)
diff --git a/imgui.cpp b/imgui.cpp
index f6b9816..5847d7b 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -1341,13 +1341,15 @@
}
}
-// FIXME: Perhaps we could clear queued events as well?
-void ImGuiIO::ClearInputCharacters()
+// Clear all incoming events.
+void ImGuiIO::ClearEventsQueue()
{
- InputQueueCharacters.resize(0);
+ IM_ASSERT(Ctx != NULL);
+ ImGuiContext& g = *Ctx;
+ g.InputEventsQueue.clear();
}
-// FIXME: Perhaps we could clear queued events as well?
+// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
void ImGuiIO::ClearInputKeys()
{
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
@@ -1368,8 +1370,18 @@
MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
}
MouseWheel = MouseWheelH = 0.0f;
+ InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().
}
+// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
+// Current frame character buffer is now also cleared by ClearInputKeys().
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+void ImGuiIO::ClearInputCharacters()
+{
+ InputQueueCharacters.resize(0);
+}
+#endif
+
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
{
ImGuiContext& g = *ctx;
diff --git a/imgui.h b/imgui.h
index f6aa69f..36572cc 100644
--- a/imgui.h
+++ b/imgui.h
@@ -25,7 +25,7 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION "1.89.8 WIP"
-#define IMGUI_VERSION_NUM 18971
+#define IMGUI_VERSION_NUM 18972
#define IMGUI_HAS_TABLE
/*
@@ -2058,8 +2058,11 @@
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
- IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
- IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
+ IMGUI_API void ClearEventsQueue(); // Clear all incoming events.
+ IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ IMGUI_API void ClearInputCharacters(); // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys().
+#endif
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()