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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # imgui.cpp
This commit is contained in:
@ -100,9 +100,11 @@ Other changes:
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-----------------------------------------------------------------------
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VERSION 1.82 WIP (In Progresss)
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VERSION 1.82 (Released 2021-02-15)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.82
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Breaking Changes:
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- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
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@ -131,6 +133,8 @@ Breaking Changes:
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Courtesy of legacy untangling commity: [@rokups, @ocornut, @thedmd]
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- ImDrawList: clarified that PathArcTo()/PathArcToFast() won't render with radius < 0.0f. Previously it sorts
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of accidentally worked but would lead to counter-clockwise paths which and have an effect on anti-aliasing.
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- InputText: renamed ImGuiInputTextFlags_AlwaysInsertMode to ImGuiInputTextFlags_AlwaysOverwrite, old name was an
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incorrect description of behavior. Was ostly used by memory editor. Kept inline redirection function. (#2863)
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- Moved 'misc/natvis/imgui.natvis' to 'misc/debuggers/imgui.natvis' as we will provide scripts for other debuggers.
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- Style: renamed rarely used style.CircleSegmentMaxError (old default = 1.60f)
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to style.CircleTessellationMaxError (new default = 0.30f) as its meaning changed. (#3808) [@thedmd]
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@ -141,9 +145,9 @@ Breaking Changes:
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Other Changes:
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- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0]
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- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
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area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
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- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) [@nem0]
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- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or
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when it appears while gamepad/keyboard are not being used. (#787)
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- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.)
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@ -152,24 +156,27 @@ Other Changes:
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format specifier (e.g. using "%f123" as a format string). [@rokups]
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- Drags, Sliders: Fixed a bug where using custom formatting flags (',$,_) supported by stb_sprintf.h
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would cause incorrect value to be displayed. (#3604) [@rokups]
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- Drags, Sliders: Support ImGuiSliderFlags_Logarithmic flag with integers. Because why not? (#3786)
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- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
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- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using
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either of them, when the hovered location is located within a child window, e.g. InputTextMultiline().
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This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
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- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item
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has an ID (for ID-less items will add new functionalities later). (#1637, #3885)
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- Added GetAllocatorFunctions() to facilitate sharing allocators accross DLL boundaries. (#3836)
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- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
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This can currently only ever be set by the Freetype renderer.
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- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
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This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
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- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tesselate.
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The adapative tesselation uses look up tables, tends to be faster than old PathArcTo() while maintaining
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quality for large arcs (tesselation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
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- ImDrawList: PathArcToFast() also adaptively tesselate efficiently. This means that large rounded corners
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- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate.
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The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining
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quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
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- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners
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in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
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- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
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with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
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- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836)
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- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis')
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scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
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- Backends: Android: Added native Android backend. (#3446) [@duddel]
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- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
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alpha compositing and transparent windows. (#2766, #3447 etc.).
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@ -179,7 +186,7 @@ Other Changes:
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
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- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
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- Examples: Android: Added Android + GL ES2 example. (#3446) [@duddel]
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- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel]
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- Examples: Reworked setup of clear color to be compatible with transparent values.
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- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
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scheduled builds builds are not required. [@rokups]
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@ -190,6 +197,8 @@ Other Changes:
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VERSION 1.81 (Released 2021-02-10)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.81
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Breaking Changes:
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- ListBox helpers:
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@ -81,9 +81,6 @@ You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch
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Many projects are using this branch and it is kept in sync with master regularly.
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You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) branch which includes:
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- [Table features](https://github.com/ocornut/imgui/issues/2957)
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##### [Return to Index](#index)
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----
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@ -116,7 +113,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
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// (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
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ImGuiIO& io = ImGui::GetIO();
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io.MouseDown[button] = down;
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// (2) ONLY forward mouse data to your underlying app/game.
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if (!io.WantCaptureMouse)
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my_game->HandleMouseData(...);
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@ -88,6 +88,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
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- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
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- input text: hover tooltip could show unclamped text
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- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
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- input text: option to Tab after an Enter validation.
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- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
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- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
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