diff --git a/CHANGELOG.txt b/CHANGELOG.txt index df79549b..4e9e80a7 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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: diff --git a/TODO.txt b/TODO.txt index 4fe013cd..e10b341e 100644 --- a/TODO.txt +++ b/TODO.txt @@ -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. diff --git a/imgui.cpp b/imgui.cpp index c6df6408..3c0853ce 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -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() diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 1d7d7a20..1ec1404b 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -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();