mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 22:26:34 +00:00
TODO, Readme
(dropped TreeNode_NoIndent flag from todo, as it feels unnecessary)
This commit is contained in:
parent
b887259974
commit
4d4e3b97f4
@ -95,6 +95,7 @@ Other Changes:
|
||||
XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
|
||||
the later may be problematic if compiling with recent Windows SDK and you want your app to run
|
||||
on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
|
||||
- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
|
||||
- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
|
||||
- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
|
||||
settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
|
||||
|
@ -113,8 +113,8 @@ Officially maintained bindings (in repository):
|
||||
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||
|
||||
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
|
||||
- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Irrlicht, Ogre, OpenFrameworks, OSG/OpenSceneGraph, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
|
||||
- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol, Unreal Engine 4, vtk, Win32 GDI.
|
||||
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
|
||||
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
@ -218,21 +218,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
||||
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
|
||||
|
||||
- text: selectable text (for copy) as a generic feature (ItemFlags?)
|
||||
- text: proper alignment options in imgui_internal.h
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width
|
||||
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
|
||||
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
|
||||
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
@ -281,6 +271,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- pie menus patterns (#434)
|
||||
- markup: simple markup language for color change? (#902)
|
||||
|
||||
- text: selectable text (for copy) as a generic feature (ItemFlags?)
|
||||
- text: proper alignment options in imgui_internal.h
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
|
||||
- text/wrapped: custom separator for text wrapping. (#3002)
|
||||
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
|
||||
- font: arbitrary line spacing. (#2945)
|
||||
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
|
||||
- font: free the Alpha buffer if user only requested RGBA.
|
||||
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
|
||||
@ -312,8 +313,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
|
||||
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
|
||||
! nav: never clear NavId on some setup (e.g. gamepad centric)
|
||||
- nav: restore NavId on reappearing non-child window.
|
||||
- nav: code to focus child-window on restoring NavId appears to have issue (to investigate)
|
||||
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
|
||||
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
|
||||
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
|
||||
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
|
||||
@ -321,20 +321,21 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav: patterns to make it possible for arrows key to update selection
|
||||
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- 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: ESC within a menu of a child window seems to exit the child window.
|
||||
- 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 menu-bar 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/treenode: 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/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
|
||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
||||
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
||||
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
|
||||
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
- 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: 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.
|
||||
|
@ -131,22 +131,18 @@ Third-party framework, graphics API and languages bindings are listed at:
|
||||
|
||||
https://github.com/ocornut/imgui/wiki/Bindings
|
||||
|
||||
Languages:
|
||||
C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Nim,
|
||||
Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
Including backends for:
|
||||
|
||||
Frameworks:
|
||||
Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker Studio,
|
||||
GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx, LÖVE+LUA,
|
||||
Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine 4, vtk...
|
||||
|
||||
Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc.
|
||||
AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium,
|
||||
GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib,
|
||||
Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol,
|
||||
Unreal Engine 4, vtk, Win32 GDI, etc.
|
||||
|
||||
Not sure which to use?
|
||||
Recommended platform/frameworks:
|
||||
|
||||
GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
|
||||
SDL2 https://www.libsdl.org Use imgui_impl_sdl.cp
|
||||
SDL2 https://www.libsdl.org Use imgui_impl_sdl.cpp
|
||||
Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
|
||||
|
||||
Those will allow you to create portable applications and will solve and abstract away many issues.
|
||||
|
@ -1664,7 +1664,7 @@ namespace ImGui
|
||||
IMGUI_API void SetHoveredID(ImGuiID id);
|
||||
IMGUI_API void KeepAliveID(ImGuiID id);
|
||||
IMGUI_API void MarkItemEdited(ImGuiID id);
|
||||
IMGUI_API void PushOverrideID(ImGuiID id);
|
||||
IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
|
||||
|
||||
// Basic Helpers for widget code
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
|
||||
|
Loading…
Reference in New Issue
Block a user