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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp # imgui.cpp
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@ -125,10 +125,16 @@ Other Changes:
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- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
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- Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
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- Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
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- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
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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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- Backends: OpenGL: use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
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- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
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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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- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
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- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
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- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them.
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- Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs.
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@ -162,7 +168,7 @@ Other Changes:
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- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
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- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
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- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
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- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
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- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
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ContentSize is changing (issue introduced in 1.78). (#3452).
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- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
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- InputText: Added selection helpers in ImGuiInputTextCallbackData().
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@ -157,6 +157,7 @@ Some solutions:
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3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
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4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
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5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
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6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`
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##### [Return to Index](#index)
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@ -110,7 +110,7 @@ The demo applications are not DPI aware so expect some blurriness on a 4K screen
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### Integration
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On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
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On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
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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!**
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@ -129,10 +129,10 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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### Upcoming Changes
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Some of the goals for 2020 are:
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- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
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- Work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
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- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957), in public [tables](https://github.com/ocornut/imgui/tree/tables) branch looking for feedback)
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- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
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- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
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- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
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- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
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