Changelog formatting update, Todo, comments. Tweak Child demo. Shuffle some code in NavUpdate().

This commit is contained in:
omar 2018-06-05 13:39:42 +02:00
parent c665c15a7d
commit 2bdf0b54a2
4 changed files with 55 additions and 43 deletions

View File

@ -1,28 +1,19 @@
dear imgui
CHANGELOG
-----------------------------------------------------------------------
This document holds the user-facing changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry.
Changes to the examples/bindings are included within the individual .cpp files in the examples/ folder.
This document holds the programmer changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry, and simplify various things.
Release notes: (with links and screenshots)
https://github.com/ocornut/imgui/releases
Changes to the examples/bindings are included within the individual .cpp files in examples.
Individual commits:
https://github.com/ocornut/imgui/commits/master
Report issues, ask questions:
https://github.com/ocornut/imgui/issues
-----------------------------------------------------------------------
RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
WHEN TO UPDATE?
It is generally safe to sync to the latest commit in master. The library is fairly stable and regressions tends to be fixed fast when reported.
Keeping your copy of dear imgui updated once in a while is recommended.
- Keeping your copy of dear imgui updated once in a while is recommended.
- It is generally safe to sync to the latest commit in master.
The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE?
@ -32,12 +23,15 @@ HOW TO UPDATE?
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
- You may diff your previous Changelog with the one you just copied and read that diff.
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development API updates have a little more frequent lately. They are carefully documented and should not affect all users.
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.62 WIP (IN PROGRESS)
-----------------------------------------------------------------------
VERSION 1.62 WIP (IN PROGRESS)
-----------------------------------------------------------------------
Breaking Changes:
@ -52,9 +46,10 @@ Other Changes:
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Internals: PushItemFlag() flags are inherited by BeginChild().
-----------------------------------------------------------------------
VERSION 1.61 (Released 2018-05-14)
-----------------------------------------------------------------------
VERSION 1.61 (Released 2018-05-14)
-----------------------------------------------------------------------
Breaking Changes:
@ -110,9 +105,11 @@ Other Changes:
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
- Various minor fixes, tweaks, refactoring, comments.
-----------------------------------------------------------------------
VERSION 1.60 (Released 2018-04-07)
-----------------------------------------------------------------------
VERSION 1.60 (Released 2018-04-07)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
@ -271,9 +268,11 @@ Other Changes:
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
- Various fixes, tweaks, internal refactoring, optimizations, comments.
-----------------------------------------------------------------------
VERSION 1.53 (Released 2017-12-25)
-----------------------------------------------------------------------
VERSION 1.53 (Released 2017-12-25)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
Breaking Changes:
@ -409,9 +408,11 @@ Other Changes:
- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
- Various fixes, optimizations, comments.
-----------------------------------------------------------------------
VERSION 1.52 (2017-10-27)
-----------------------------------------------------------------------
VERSION 1.52 (2017-10-27)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
Breaking Changes:
@ -510,9 +511,11 @@ Beta Navigation Branch:
- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
- Nav: Various internal refactoring.
-----------------------------------------------------------------------
VERSION 1.51 (2017-08-24)
-----------------------------------------------------------------------
VERSION 1.51 (2017-08-24)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
Breaking Changes:
@ -572,9 +575,11 @@ Other Changes:
- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
- Various other small fixes, tweaks, comments, optimizations.
-----------------------------------------------------------------------
VERSION 1.50 (2017-06-02)
-----------------------------------------------------------------------
VERSION 1.50 (2017-06-02)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
Breaking Changes:
@ -666,9 +671,11 @@ Other Changes:
- Added various links to language/engine bindings.
- Various other minor fixes, tweaks, comments, optimizations.
-----------------------------------------------------------------------
VERSION 1.49 (2016-05-09)
-----------------------------------------------------------------------
VERSION 1.49 (2016-05-09)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
Breaking Changes:
@ -742,9 +749,11 @@ Other changes:
- Examples: SDL: Initialize video+timer subsystem only.
- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
-----------------------------------------------------------------------
VERSION 1.48 (2016-04-09)
-----------------------------------------------------------------------
VERSION 1.48 (2016-04-09)
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
Breaking Changes:

View File

@ -252,16 +252,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
- nav: ESC within a menu of a child window seems to exit the child window.
- nav: ESC on a flattened child
- nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
- nav: NavFlattened: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav: menus: allow pressing Menu to leave a sub-menu.
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.

View File

@ -2519,6 +2519,8 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
const ImGuiItemFlags item_flags = window->DC.ItemFlags;
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
// Process Init Request
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
{
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
@ -2534,7 +2536,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
}
}
// Scoring for navigation
// Process Move Request (scoring for navigation)
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
if (g.NavId != id && !(item_flags & ImGuiItemFlags_NoNav))
{
@ -3104,10 +3106,10 @@ static void ImGui::NavUpdateWindowing()
}
}
// Scroll to keep newly navigated item fully into view
// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
// Scroll to keep newly navigated item fully into view
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
//g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
if (window_rect.Contains(item_rect))
@ -3145,12 +3147,16 @@ static void ImGui::NavUpdate()
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad))
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
if (nav_gamepad_active)
if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
g.NavInputSource = ImGuiInputSource_NavGamepad;
// Update Keyboard->Nav inputs mapping
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
if (nav_keyboard_active)
{
#define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate );
@ -3256,8 +3262,6 @@ static void ImGui::NavUpdate()
NavUpdateWindowing();
// Set output flags for user application
bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
@ -3369,7 +3373,7 @@ static void ImGui::NavUpdate()
// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
{
// *Fallback* manual-scroll with NavUp/NavDown when window has no navigable item
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow* window = g.NavWindow;
const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
@ -13372,7 +13376,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
cond = ImGuiCond_Always;
IM_ASSERT(type != NULL);
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 12 characters long");
IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource()

View File

@ -1221,11 +1221,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Columns(2);
for (int i = 0; i < 100; i++)
{
if (i == 50)
ImGui::NextColumn();
char buf[32];
sprintf(buf, "%08x", i*5731);
sprintf(buf, "%03d", i);
ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
ImGui::NextColumn();
}
ImGui::EndChild();
ImGui::PopStyleVar();