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	Added bindings in Readme. Added internal IMGUI_DEBUG_LOG() helper. Comments, missing breaking changes note relative to imgui_impl_xxxx changes, not really part of core but worth adding in the imgui.cpp breaking change section.
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		| @@ -379,6 +379,9 @@ CODE | ||||
|  - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. | ||||
|  - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. | ||||
|  - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). | ||||
|  - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.). | ||||
|                        old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant. | ||||
|                        when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. | ||||
|  - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. | ||||
|  - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.  | ||||
|  - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. | ||||
| @@ -5378,7 +5381,7 @@ void ImGui::FocusWindow(ImGuiWindow* window) | ||||
|         g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId | ||||
|         g.NavIdIsAlive = false; | ||||
|         g.NavLayer = ImGuiNavLayer_Main; | ||||
|         //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); | ||||
|         //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL); | ||||
|     } | ||||
|  | ||||
|     // Passing NULL allow to disable keyboard focus | ||||
| @@ -6555,7 +6558,7 @@ void ImGui::OpenPopupEx(ImGuiID id) | ||||
|     popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); | ||||
|     popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; | ||||
|  | ||||
|     //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id); | ||||
|     //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); | ||||
|     if (g.OpenPopupStack.Size < current_stack_size + 1) | ||||
|     { | ||||
|         g.OpenPopupStack.push_back(popup_ref); | ||||
| @@ -7345,7 +7348,7 @@ static void ImGui::NavUpdate() | ||||
|     ImGuiContext& g = *GImGui; | ||||
|     g.IO.WantSetMousePos = false; | ||||
| #if 0 | ||||
|     if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); | ||||
|     if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); | ||||
| #endif | ||||
|  | ||||
|     // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard) | ||||
|   | ||||
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