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	Viewport: Added minimum viable information in the Changelog.
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		@@ -29,6 +29,46 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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 VIEWPORT BRANCH (In Progress)
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-----------------------------------------------------------------------
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Breaking Changes:
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- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable), 
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  all coordinates/positions will be in your natural OS coordinates space. It means that:
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   - Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore. 
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     Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos).
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   - Likewise io.MousePos and GetMousePos() will use OS coordinates. 
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     If you query mouse positions to interact with non-imgui coordinates you will need to offset them.
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     e.g. subtract GetWindowViewport()->Pos.
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- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range).
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Other changes:
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(FIXME: This need a fuller explanation!)
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- Added ImGuiPlatformIO structure and GetPlatformIO().
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  Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for back-ends supporting multi-viewports.
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- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors.
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- Added GetMainViewport().
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- Added GetWindowViewport(), SetNextWindowViewport().
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- Added GetWindowDpiScale().
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- Added GetOverlayDrawList(ImGuiViewport* viewport). 
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  The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
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- Added UpdatePlatformWindows(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core.
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- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by back-ends.
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- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options.
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- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags.
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- Added io.MainViewport, io.Viewports, io.MouseHoveredViewport (MouseHoveredViewport is optional _even_ for multi-viewport support).
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- Added ImGuiViewport structure, ImGuiViewportFlags flags.
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- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
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- Examples: Renderer: OpenGL2, OpenGL3, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
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- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports. 
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  Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
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-----------------------------------------------------------------------
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 VERSION 1.67 (In Progress)
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-----------------------------------------------------------------------
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@@ -41,6 +81,7 @@ Breaking Changes:
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  undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches.
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Other Changes:
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- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
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  - Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
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  - Added ImGuiTabBarFlags flags for BeginTabBar().
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@@ -365,15 +365,13 @@ CODE
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 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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 (Viewport Branch)
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 - 2018/XX/XX (1.XX) - examples: the examples imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.)
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                       when adopting new bindings follow the code in examples/ to know which functions to call.
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 - 2018/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
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                        - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. 
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                          you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
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                        - likewise io.MousePos and GetMousePos() will use OS coordinates coordinates. 
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                        - likewise io.MousePos and GetMousePos() will use OS coordinates. 
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                          If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
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 - 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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 - 2018/XX/XX (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayMin..DisplayMax range, I don't know of anyone using it)
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 - 2018/XX/XX (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were used to clip within the (0,0)..DisplaySize range, I don't know of anyone using it)
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 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
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