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Comments, changelog
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@ -57,27 +57,28 @@ Other Changes:
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so you may study or grab one half of the code and not the other.
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so you may study or grab one half of the code and not the other.
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- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer
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- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer
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back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an
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back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an
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easy update path to support multi-viewports later.
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easy update path to support multi-viewports later (for future ImGui 1.7x).
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- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
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- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
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expect to have to reshuffle a few things.
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expect to have to reshuffle a few things.
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- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
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- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
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- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
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- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
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- Please read examples/README.txt for details.
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- Read examples/README.txt for details.
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- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
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- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
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- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
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- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
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- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.
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- TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless.
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- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
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- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
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- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
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- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
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- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
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- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
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- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
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- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
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- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not fully close/re-open the popup so its child popups won't get closed. (#1497, #1533, #1865).
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- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
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- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
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- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
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- InputText(): Fixed Undo after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
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- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
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- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
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- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
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- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
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- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
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- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
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- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
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- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
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- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
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- Examples: Win32: Fixed handling of mouse wheel messages to support finer position messages (typically sent by track-pads). (#1874) [zx64]
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- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
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- Examples: Added SDL+Vulkan example.
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- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag.
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- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag.
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- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
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- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
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- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
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- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
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1
TODO.txt
1
TODO.txt
@ -285,7 +285,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions).
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- misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions).
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- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backend: freeglut (#801, #795)
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- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
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- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
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- web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
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- web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
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- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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2
imgui.h
2
imgui.h
@ -502,7 +502,7 @@ namespace ImGui
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
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IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
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IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
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IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
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IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(0) && IsItemHovered()
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IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemHovered();
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IMGUI_API bool IsAnyItemActive();
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IMGUI_API bool IsAnyItemActive();
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