Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
This commit is contained in:
ocornut
2021-09-24 15:49:28 +02:00
31 changed files with 1025 additions and 132 deletions

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@ -75,6 +75,7 @@ List of Renderer Backends:
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU

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@ -122,10 +122,10 @@ Other Changes:
from the tested windows when combined with _ChildWindows.
- InputTextMultiline: Fixed label size not being included into window contents rect unless
the whole widget is clipped.
- InputText: Allow cancelling/validating input with gamepad nav events to facilitate undoing
an accidental press on NavInput (Triangle button on PS4/PS5) without a wired keyboard. (#2321)
- InputText: Allow activating/cancelling/validating input with gamepad nav events. (#2321, #4552)
- TextUnformatted: Accept null ranges including (NULL,NULL) without asserting, in order to conform
to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#3615)
- Disabled: Added assert guard for mismatching BeginDisabled()/EndDisabled() blocks. (#211)
- Nav: Fixed toggling menu layer with Alt or exiting menu layer with Esc not moving mouse when
the NavEnableSetMousePos config flag is set.
- Nav: Fixed a few widgets from not setting reference keyboard/gamepad navigation ID when
@ -133,22 +133,40 @@ Other Changes:
the arrow section of TreeNode(), the +/- buttons of InputInt()/InputFloat(), Selectable() with
ImGuiSelectableFlags_SelectOnRelease. More generally: any direct use of ButtonBehavior() with
the PressedOnClick/PressedOnDoubleClick/PressedOnRelease button policy.
- Nav: Fixed an issue with losing focus on docked windows when pressing Alt while keyboard navigation
is disabled. (#4547, #4439) [@PathogenDavid]
- TreePush(): removed unnecessary/inconsistent legacy behavior where passing a NULL value to
the TreePush(const char*) and TreePush(const void*) functions would use an hardcoded replacement.
The only situation where that change would make a meaningful difference is TreePush((const char*)NULL)
(_explicitely_ casting a null pointer to const char*), which is unlikely and will now crash.
You may replace it with anything else.
- ColorEdit4: Fixed not being able to change hue when saturation is 0. (#4014) [@rokups]
- ColorEdit4: Fixed hue resetting to 0 when it is set to 255. [@rokups]
- ColorEdit4: Fixed hue value jitter when source color is stored as RGB in 32-bit integer and perform
RGB<>HSV round trips every frames. [@rokups]
- ColorPicker4: Fixed picker being unable to select exact 1.0f color when dragging toward the edges
of the SV square (previously picked 0.999989986f). (#3517) [@rokups]
- Menus: Fixed vertical alignments of MenuItem() calls within a menu bar. (broken in 1.84). (#4538)
- Menus: Adjust closing logic to accomodate for varying font size and dpi.
- Menus: Fixed crash when navigating left inside a child window inside a sub-menu. (#4510).
- Drag and Drop: Fixed using BeginDragDropSource() inside a BeginChild() that returned false. (#4515)
- PlotHistogram: Fixed zero-line position when manually specifying min<0 and max>0. (#4349) [@filippocrocchini]
- Misc: Added asserts for missing PopItemFlag() calls.
- IO: Added 'io.WantCaptureMouseUnlessPopupClose' alternative to `io.WantCaptureMouse'. (#4480)
This allows apps to receive the click on void when that click is used to close popup (by default,
clicking on a void when a popup is open will close the popup but not release io.WantCaptureMouse).
- Fonts: imgui_freetype: Fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL
(which apparently happens with Freetype 2.11). (#4394, #4145?).
- Fonts: Fixed ImFontAtlas::ClearInputData() marking atlas as not built. (#4455, #3487)
- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562)
- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
- Backends: WebGPU: Fixed for latest specs. (#4472) [@Kangz]
- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl]
- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via
a direct unclipped PushClipRect() call. (#4464)
- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise]
- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
Docking+Viewports Branch:

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@ -175,6 +175,12 @@ SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
This may actually also work with OpenGL 2.x contexts! <BR>
[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR>
This requires SDL 2.0.17+ (expected to release November 2021) <BR>
We do not really recommend using SDL_Renderer as it is a rather primitive API.
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR>

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@ -162,7 +162,7 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
---
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
Your renderer is not using the font texture correctly or it hasn't be uploaded to GPU.
Your renderer is not using the font texture correctly or it hasn't been uploaded to the GPU.
- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.

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@ -116,7 +116,7 @@ On most platforms and when using C++, **you should be able to use a combination
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
- Frameworks: Emscripten, Allegro5, Marmalade.