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Merge branch 'master' into docking + tweak dock node padding + use CheckboxFlags with int
# Conflicts: # imgui.cpp # imgui_demo.cpp # imgui_internal.h
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@ -119,6 +119,8 @@ Breaking Changes:
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- If you were still using the old names, while you are cleaning up, considering enabling
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IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
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and removing up old API calls, if any remaining.
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- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply
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to other data structures. (#2636)
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Other Changes:
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@ -129,7 +131,11 @@ Other Changes:
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or CollapsingHeader() while dragging. (#1738)
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- Drag and Drop: Fix drag and drop to tie same-size drop targets by choosen the later one. Fixes dragging
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into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
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- Checkbox: Added CheckboxFlags() helper with int* type.
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- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
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- Misc: Replaced UTF-8 decoder by branchless one by Christopher Wellons (30~40% faster). [@rokups]
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Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder
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returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte).
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- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
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- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
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@ -81,7 +81,7 @@ ImGui::EndChild();
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ImGui::End();
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```
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Result:
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<br>
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<br>
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Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
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@ -119,11 +119,14 @@ Officially maintained backends/bindings (in repository):
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- Platforms: GLFW, SDL2, Win32, Glut, OSX.
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- Frameworks: Emscripten, Allegro5, Marmalade.
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Third-party backends/bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
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[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
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- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
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- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
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[Useful widgets and extensions](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page:
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- Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos etc.
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Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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### Upcoming Changes
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@ -140,6 +143,8 @@ Some of the goals for 2020 are:
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For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
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For a list of third-party widgets and extensions, check out the [Useful Widgets](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page.
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Custom engine
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[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
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@ -196,7 +201,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo
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- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
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*Double-chocolate and Salty caramel sponsors*
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- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [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), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
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- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.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), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.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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@ -195,7 +195,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- docking: C- after a dock/undock, the Scrollbar Status update in Begin() should use an updated e.g. size_y_for_scrollbars to avoid a 1 frame scrollbar flicker.
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- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
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- tabs: close button tends to overlap unsaved-document star
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- tabs: close button tends to overlap unsaved-document star
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- tabs: consider showing the star at the same spot as the close button, like VS Code does.
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- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
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- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
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@ -299,6 +299,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
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- drag and drop: fix/support/options for overlapping drag sources.
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- drag and drop: focus drag target window on hold (even without open)
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- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
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- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
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- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
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