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Merge branch 'master' into docking
# Conflicts: # imgui.cpp
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@ -118,6 +118,9 @@ Other Changes:
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- Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125)
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- TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down
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event rather than the Mouse Down+Up sequence (this is rather standard behavior).
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- Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the
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landing item on the landing frame. (#787)
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- Nav: Fixed currently focused item from ever being clipped by ItemAdd(). (#787)
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- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial
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cursor position. This would often get fixed after the fix item submission, but using the
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ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
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@ -130,13 +133,20 @@ Other Changes:
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- sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF.
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- Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this
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is currently not particularly efficient.
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- Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited
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to 64 columns with an assert. (#3037, #125)
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- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child
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window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
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- Font: Fixed non-ASCII space occasionally creating unnecessary empty polygons.
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- Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users
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to a solution rather than encourage people to add braces in the codebase.
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- Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been
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tampered with between NewFrame() and EndFrame().
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- Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive
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in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult]
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- Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd
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instead of requiring to open it. Added options to disable bounding box and mesh display.
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Added notes on inactive/gc-ed windows.
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- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering.
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- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building
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SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling
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@ -187,6 +197,7 @@ Breaking Changes:
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- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius.
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- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code
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technically supports it, future code may not so we're putting the restriction ahead.
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[Undid that change in 1.76]
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- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead
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of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by
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adding points into it without explicit initialization, you may need to fix your initial value.
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@ -96,9 +96,13 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
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**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
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This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
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**Note:** The `io.WantCaptureMouse` is more accurate that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by `ImGui::NewFrame()`. Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to `UpdateHoveredWindowAndCaptureFlags()`.
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**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
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**Note:** Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
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**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
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**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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##### [Return to Index](#index)
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