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Misc renaming, comments. Docs: add missing spacing to Changelog.
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@ -8,6 +8,7 @@ Changes to the examples/bindings are included within the individual .cpp files i
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RELEASE NOTES: https://github.com/ocornut/imgui/releases
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REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
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COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
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FAQ https://www.dearimgui.org/faq/
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WHEN TO UPDATE?
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@ -34,6 +35,7 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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Breaking Changes:
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- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017):
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- ShowTestWindow() -> use ShowDemoWindow()
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- IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
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@ -63,6 +65,7 @@ Breaking Changes:
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adding multiple points into it, you may need to fix your initial value.
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Other Changes:
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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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- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
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@ -118,6 +121,7 @@ Other Changes:
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74
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Breaking Changes:
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- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017):
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- Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
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- IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
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@ -142,6 +146,7 @@ Breaking Changes:
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The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
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Other Changes:
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- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
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- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
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- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text
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@ -274,6 +279,7 @@ Other Changes:
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72
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Breaking Changes:
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- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017):
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- ImGuiCol_Column*, ImGuiSetCond_* enums.
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- IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions.
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@ -285,6 +291,7 @@ Breaking Changes:
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Kept redirection function (will obsolete). (#581, #324)
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Other Changes:
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- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
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until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are
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passing under the mouse cursor. (#2604)
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@ -357,6 +364,7 @@ Other Changes:
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71
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Breaking Changes:
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- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
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- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
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- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
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@ -367,6 +375,7 @@ Breaking Changes:
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to the creation of overlapping child windows. Please reach out if you are affected by this change!
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Other Changes:
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- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
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after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
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will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
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@ -439,6 +448,7 @@ Other Changes:
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70
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Breaking Changes:
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- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
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up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
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they will appear a little thicker now. (#2518) [@rmitton]
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@ -451,6 +461,7 @@ Breaking Changes:
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on them but it is possible you have!).
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Other Changes:
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- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
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to request the renderer back-end to reset its render state. (#2037, #1639, #2452)
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Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each
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15
imgui.cpp
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imgui.cpp
@ -3766,7 +3766,7 @@ void ImGui::NewFrame()
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window->Active = false;
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window->WriteAccessed = false;
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// Garbage collect (this is totally functional but we may need decide if the side-effects are desirable)
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// Garbage collect transient buffers of recently unused windows
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if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
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GcCompactTransientWindowBuffers(window);
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}
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@ -3887,7 +3887,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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IM_DELETE(g.Windows[i]);
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g.Windows.clear();
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g.WindowsFocusOrder.clear();
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g.WindowsSortBuffer.clear();
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g.WindowsTempSortBuffer.clear();
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g.CurrentWindow = NULL;
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g.CurrentWindowStack.clear();
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g.WindowsById.Clear();
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@ -4123,19 +4123,19 @@ void ImGui::EndFrame()
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// Sort the window list so that all child windows are after their parent
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// We cannot do that on FocusWindow() because childs may not exist yet
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g.WindowsSortBuffer.resize(0);
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g.WindowsSortBuffer.reserve(g.Windows.Size);
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g.WindowsTempSortBuffer.resize(0);
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g.WindowsTempSortBuffer.reserve(g.Windows.Size);
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for (int i = 0; i != g.Windows.Size; i++)
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{
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ImGuiWindow* window = g.Windows[i];
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if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
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continue;
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AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
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AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
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}
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// This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);
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g.Windows.swap(g.WindowsSortBuffer);
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IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
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g.Windows.swap(g.WindowsTempSortBuffer);
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g.IO.MetricsActiveWindows = g.WindowsActiveCount;
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// Unlock font atlas
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@ -10119,6 +10119,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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};
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Funcs::NodeWindows(g.Windows, "Windows");
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//Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder");
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if (ImGui::TreeNode("DrawLists", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
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{
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for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
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@ -1790,7 +1790,7 @@ static void ShowDemoWindowLayout()
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// Child 1: no border, enable horizontal scrollbar
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{
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0);
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ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
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ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
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for (int i = 0; i < 100; i++)
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{
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ImGui::Text("%04d: scrollable region", i);
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@ -1808,7 +1808,7 @@ static void ShowDemoWindowLayout()
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{
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ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar);
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ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
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ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags);
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ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags);
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if (!disable_menu && ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Menu"))
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@ -1841,7 +1841,7 @@ static void ShowDemoWindowLayout()
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{
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ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10);
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ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
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ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None);
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ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None);
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for (int n = 0; n < 50; n++)
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ImGui::Text("Some test %d", n);
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ImGui::EndChild();
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@ -1006,8 +1006,8 @@ struct ImGuiContext
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// Windows state
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
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ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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int WindowsActiveCount; // Number of unique windows submitted by frame
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@ -1424,7 +1424,7 @@ struct IMGUI_API ImGuiWindowTempData
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// Storage for one window
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struct IMGUI_API ImGuiWindow
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{
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char* Name;
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char* Name; // Window name, owned by the window.
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ImGuiID ID; // == ImHashStr(Name)
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ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
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ImVec2 Pos; // Position (always rounded-up to nearest pixel)
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