diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 012f0fde..a33696e3 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -104,11 +104,13 @@ Other Changes: - Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497) - Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533) - Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time. -- Tooltip: BeginTooltip() sets NoInputs flag. +- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag. - Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574) - Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!). - Columns: Clear offsets data when columns count changed. (#1525) - Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted] +- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53). +- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents. - MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable). - TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581) - Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143) @@ -124,6 +126,9 @@ Other Changes: - ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613) - ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613) - ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646) +- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) +- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] +- Fonts: Moved extra_fonts/ to misc/fonts/. - Misc: Functions passed to libc qsort are explicitely marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul] - Misc: ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later. - Misc: Exposed IM_OFFSETOF() helper in imgui.h. @@ -134,18 +139,17 @@ Other Changes: - Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes). - Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags). (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.) -- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) -- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut] -- Fonts: Moved extra_fonts/ to misc/fonts/. +- Metrics: Added display of Columns state. - Demo: Improved Selectable() examples. (#1528) - Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. - Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. - Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible. - Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed. - Examples: Using Dark theme by default. (#707). Tweaked demo code. -- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) +- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker] - Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3] -- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version to 150 (#1466, #1504). +- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504) +- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504). - Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217) - Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466) - Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture. diff --git a/imgui.cpp b/imgui.cpp index 775d61e3..3d8ef3df 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -19,7 +19,7 @@ - Read first - How to update to a newer version of Dear ImGui - Getting started with integrating Dear ImGui in your code/engine - - Using gamepad/keyboard navigation [BETA] + - Using gamepad/keyboard navigation controls [BETA] - API BREAKING CHANGES (read me when you update!) - ISSUES & TODO LIST - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS @@ -76,7 +76,8 @@ - ESCAPE to revert text to its original value. - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - - Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW. + - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW. PROGRAMMER GUIDE @@ -210,9 +211,9 @@ They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide mouse inputs from the rest of your application. Read the FAQ below for more information about those flags. - USING GAMEPAD/KEYBOARD NAVIGATION [BETA] + USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA] - - Ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. @@ -227,13 +228,13 @@ - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.). + Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW. - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (in your console/tablet/phone app) to share your PC mouse/keyboard. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavMoveMouse flag. Enabling ImGuiConfigFlags_NavMoveMouse instructs dear imgui to move your mouse cursor along with navigation movements. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved. diff --git a/imgui.h b/imgui.h index d1934ae8..1273e0a2 100644 --- a/imgui.h +++ b/imgui.h @@ -753,7 +753,7 @@ enum ImGuiNavInput_ ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. - // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) may be directly reading from io.KeyDown[] instead of io.NavInputs[]. + // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[]. ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyRight_, // move right