Merge branch 'master' into docking

# Conflicts:
#	examples/example_sdl_opengl2/main.cpp
#	examples/example_sdl_opengl3/main.cpp
#	examples/example_sdl_vulkan/main.cpp
#	examples/imgui_impl_sdl.cpp
#	examples/imgui_impl_sdl.h
#	imgui.cpp
This commit is contained in:
omar
2019-04-25 17:53:11 +02:00
17 changed files with 194 additions and 109 deletions

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@ -110,25 +110,32 @@ Other Changes:
- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
if the back-end provided both Key and Character input. (#2467, #1336)
- Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items.
- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items.
Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(),
generally referred to as the large framed+labeled items.
Because the new SetNextItemWidth() function is explicit
generally referred to as the large framed+labeled items. Because the new SetNextItemWidth()
function is explicit we may later extend its effect to more items.
- Layout: Fixed PushItemWidth(-width) for right-side alignment laying out some items (button, listbox, etc.)
with negative sizes if the 'width' argument was smaller than the available width at the time of item
submission.
- Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries
by a few pixels (this is used to facilitate resizing from borders when available for a given window).
One of the noticeable minor side effect was that navigating menus would have had a tendency to disable
highlight from parent menu items earlier than necessary while approaching the child menu.
- Window: Close button is horizontally aligned with style.FramePadding.x.
- GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
- Inputs: Also add support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485)
- Window: Window close button is horizontally aligned with style.FramePadding.x.
- Columns: Fixed boundary of clipping being off by 1 pixel within the left column.
- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels).
- Misc: Fixed PushItemWidth(-width) (for right-side alignment) laying out certain items (button, listbox, etc.)
with negative sizes if the 'width' argument was smaller than the available width at the time of item submission,
- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate.
- Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert
to using the ImGui::MemAlloc()/MemFree() calls directly.
- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
GL function loaders early, and help users understand what they are missing. (#2421)
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble]
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
@ -281,7 +288,7 @@ Other Changes:
- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
- Examples: Win32: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is enabled).
- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.

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@ -170,7 +170,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see InputScalarAsWidgetReplacement)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
@ -234,6 +234,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)