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Version 1.76
+ fixed PVS warning, update demo binaries, update readme image
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@ -31,15 +31,13 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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VERSION 1.76 WIP (In Progress)
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VERSION 1.76 (Released 2020-04-12)
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-----------------------------------------------------------------------
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Other Changes:
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- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking
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branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025)
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- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced
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by default for standalone ColorButton.
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- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups]
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- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared
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when the menu is not open. (#3030)
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@ -49,6 +47,8 @@ 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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- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced
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by default for standalone ColorButton.
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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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@ -57,8 +57,7 @@ Other Changes:
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ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
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- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar]
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- Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h.
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- Generally more consistent support for unsupported codepoints (0xFFFD), in particular when
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using the default, non-fitting characters will be turned into 0xFFFD instead of being ignored.
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- More onsistent handling of unsupported code points (0xFFFD).
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- Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(),
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allowing for more complete CJK input.
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- sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF.
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@ -68,7 +67,7 @@ Other Changes:
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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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- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking 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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@ -97,7 +97,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
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You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
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- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP, built 2019/07/15, master branch, 5 executables)
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- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows binaries, 1.76 WIP, built 2020/04/12, master branch, 5 executables) or [older demo binaries](http://www.dearimgui.org/binaries).
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The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()`.
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@ -140,7 +140,7 @@ Custom engine
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[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
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[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
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### Support, Frequently Asked Questions (FAQ)
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@ -196,7 +196,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo
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*Double-chocolate and Salty caramel sponsors*
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- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [DotEmu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
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From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
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From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
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**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
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@ -208,7 +208,7 @@ Dear ImGui is using software and services provided free of charge for open sourc
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Credits
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-------
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Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (Vita).
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Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (PS Vita).
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I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
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