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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp # imgui.cpp
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@ -117,6 +117,21 @@ Breaking Changes:
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Other Changes:
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- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba]
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- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
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- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
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- Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer.
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- Nav: fixed resizing window from borders setting navigation to Menu layer.
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- Nav: pressing Esc to exit a child window reactivates the Nav highlight if it was disabled by mouse.
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- Nav: (with ImGuiConfigFlags_NavEnableSetMousePos): fixed absolute mouse position when using Home/End
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leads to scrolling.
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- Nav: (with ImGuiConfigFlags_NavEnableSetMousePos): fixed not setting mouse position when a failed
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move request (e.g. already at edge) reactivate the navigation highlight.
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- InputText: made double-click select word, triple-line select line. Word delimitation logic differs
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slightly from the one used by CTRL+arrows. (#2244)
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- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
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likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
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vkCmdSetScissor() explicitly every frame. (#4644)
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- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
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- CI: Add MinGW DLL build to test suite. [@rokups]
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@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
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| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
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| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
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| **Q&A: Usage** |
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| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?](#q-about-the-id-stack-system)** |
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| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
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| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
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| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
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| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
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@ -190,6 +190,7 @@ Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/
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### Q: Why is my widget not reacting when I click on it?
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### Q: How can I have widgets with an empty label?
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### Q: How can I have multiple widgets with the same label?
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### Q: How can I have multiple windows with the same label?
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A primer on labels and the ID Stack...
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@ -474,7 +475,7 @@ ImGui::End();
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- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
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- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
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- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
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`- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
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- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
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- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
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##### [Return to Index](#index)
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