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Renaming + missing initialization + missing Changelog update.
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@ -65,6 +65,9 @@ Other Changes:
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- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
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- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
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We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
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We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
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- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
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- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
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- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation
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when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since
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those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
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- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
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- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
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- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
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- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
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In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as
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In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as
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@ -75,11 +78,11 @@ Other Changes:
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- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
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- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
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on Wayland). (#2800, #2802) [@NeroBurner]
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on Wayland). (#2800, #2802) [@NeroBurner]
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- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
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- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
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settings (otherwise if another loader such as Glew is accessible, the opengl3 backend might
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settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
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automatically use it). [#2919, #2798]
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automatically use it). (#2919, #2798)
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- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
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- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
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even if underlying system event loop gets paused due to app nap (#2910, #2917). [@bear24rw]
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even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
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- Examples: Added support for glbindings OpenGL loader.
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- Examples: Added support for glbindings OpenGL loader. (#2870) [@rokups]
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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@ -164,7 +167,7 @@ Other Changes:
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- Nav, Scrolling: Added support for Home/End key. (#787)
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- Nav, Scrolling: Added support for Home/End key. (#787)
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- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
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- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
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- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue
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- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue
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when Saturation==0, which reduces accidentally lossy interactions. (#2722, 2770) [@rokups]
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when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups]
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- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
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- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
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Note that some elements won't accurately fade down with the same intensity, and the color wheel
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Note that some elements won't accurately fade down with the same intensity, and the color wheel
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when enabled will have small overlap glitches with (style.Alpha < 1.0).
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when enabled will have small overlap glitches with (style.Alpha < 1.0).
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@ -1121,7 +1121,7 @@ struct ImGuiContext
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ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
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float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
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float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
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float ColorEditLastSaturation; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips
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float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips
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float ColorEditLastColor[3];
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float ColorEditLastColor[3];
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ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
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ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
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bool DragCurrentAccumDirty;
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bool DragCurrentAccumDirty;
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@ -1266,7 +1266,7 @@ struct ImGuiContext
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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LastValidMousePos = ImVec2(0.0f, 0.0f);
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TempInputTextId = 0;
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TempInputTextId = 0;
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ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
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ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
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ColorEditLastHue = 0.0f;
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ColorEditLastHue = ColorEditLastSat = 0.0f;
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ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
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ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
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DragCurrentAccumDirty = false;
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DragCurrentAccumDirty = false;
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DragCurrentAccum = 0.0f;
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DragCurrentAccum = 0.0f;
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@ -4227,7 +4227,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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if (f[1] == 0)
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if (f[1] == 0)
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f[0] = g.ColorEditLastHue;
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f[0] = g.ColorEditLastHue;
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if (f[2] == 0)
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if (f[2] == 0)
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f[1] = g.ColorEditLastSaturation;
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f[1] = g.ColorEditLastSat;
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}
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}
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}
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}
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int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
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int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
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@ -4358,7 +4358,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
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if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
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if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
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{
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{
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g.ColorEditLastHue = f[0];
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g.ColorEditLastHue = f[0];
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g.ColorEditLastSaturation = f[1];
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g.ColorEditLastSat = f[1];
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
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memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
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memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
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}
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}
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@ -4546,7 +4546,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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if (S == 0)
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if (S == 0)
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H = g.ColorEditLastHue;
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H = g.ColorEditLastHue;
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if (V == 0)
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if (V == 0)
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S = g.ColorEditLastSaturation;
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S = g.ColorEditLastSat;
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}
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}
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}
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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else if (flags & ImGuiColorEditFlags_InputHSV)
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@ -4675,7 +4675,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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{
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{
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ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
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ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]);
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g.ColorEditLastHue = H;
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g.ColorEditLastHue = H;
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g.ColorEditLastSaturation = S;
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g.ColorEditLastSat = S;
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memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
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memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
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}
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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else if (flags & ImGuiColorEditFlags_InputHSV)
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@ -4735,7 +4735,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
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if (S == 0)
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if (S == 0)
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H = g.ColorEditLastHue;
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H = g.ColorEditLastHue;
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if (V == 0)
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if (V == 0)
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S = g.ColorEditLastSaturation;
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S = g.ColorEditLastSat;
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}
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}
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}
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}
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else if (flags & ImGuiColorEditFlags_InputHSV)
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else if (flags & ImGuiColorEditFlags_InputHSV)
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