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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl.cpp # backends/imgui_impl_win32.cpp # imgui.cpp
This commit is contained in:
@ -105,8 +105,20 @@ Other changes:
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Breaking Changes:
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- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
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- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
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- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
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- Backends: GLFW: backend now needs to use glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
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with glfwSetCursorEnterCallback(), and forward events to the backend via ImGui_ImplGlfw_CursorEnterCallback().
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- Backends: SDL2: removed unnecessary SDL_Window* parameter from ImGui_ImplSDL2_NewFrame(). (#3244) [@funchal]
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Kept inline redirection function (will obsolete).
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- Backends: SDL2: backend needs to set 'SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1")' in order to
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receive mouse clicks events on window focus, otherwise SDL doesn't emit the event. (#3751, #4377, #2445)
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This is unfortunately a global SDL setting, so enabling it _might_ have a side-effect on your application.
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It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
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you can ignore SDL_MOUSEBUTTONDOWN that events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED event).
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- Internals: (for custom widgets): because disabled items now sets HoveredId, if you want custom widgets to
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not react as hovered when disabled, in the majority of use cases it is preferable to check the "hovered"
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return value of ButtonBehavior() rather than (HoveredId == id).
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@ -127,6 +139,7 @@ Other Changes:
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- Drag and Drop: drop target highlight doesn't try to bypass host clipping rectangle. (#4281, #3272)
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- Menus: MenuItem() and BeginMenu() are not affected/overlapping when style.SelectableTextAlign is altered.
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- Menus: fix hovering a disabled menu or menu item not closing other menus. (#211)
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- Popups: fix BeginPopup/OpenPopup sequence failing when there are no focused windows. (#4308) [@rokups]
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- Nav: Disabled items are not candidate for default focus. (#211, #787)
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- Disabled: disabled items set HoveredId, allowing e.g. HoveredIdTimer to function. (#211, #3419) [@rokups]
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- Disabled: disabled mode more consistently release active id if the active item got disabled. (#211)
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@ -152,6 +165,12 @@ Other Changes:
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- ImGui_ImplWin32_EnableDpiAwareness() will call SetProcessDpiAwareness() fallback on Windows 8.1 without a manifest.
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- Backends: Win32: IME functions are disabled by default for non-Visual Studio compilers (MinGW etc.). Enable with
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'#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS' for those compilers. Undo change from 1.82. (#2590, #738, #4185, #4301)
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- Backends: Win32: Mouse position is correctly reported when the host window is hovered but not focused. (#2445, #2696, #3751, #4377)
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- Backends: GLFW: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
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(backend now uses glfwSetCursorEnterCallback(). If you called ImGui_ImplGlfw_InitXXX with install_callbacks=false, you will
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need to install this callback and forward the data to the backend via ImGui_ImplGlfw_CursorEnterCallback).
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- Backends: SDL2: Mouse position is correctly reported when the host window is hovered but not focused. (#3751, #4377, #2445)
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(requires SDL 2.0.5+ as SDL_GetMouseFocus() is only usable with SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH).
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- Backends: DX9: Explicitly disable texture state stages after >= 1. (#4268) [@NZJenkins]
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- Backends: DX12: Fix texture casting crash on 32-bit systems (introduced on 2021/05/19 and v1.83) + added comments
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about building on 32-bit systems. (#4225) [@kingofthebongo2008]
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@ -160,6 +179,8 @@ Other Changes:
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- Backends: OpenGL3: Use OES_vertex_array extension on Emscripten + backup/restore current state. (#4266, #4267) [@harry75369]
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- Backends: GLFW: Installing and exposed ImGui_ImplGlfw_MonitorCallback() for forward compatibility with docking branch.
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- Backends: OSX: Added a fix for shortcuts using CTRL key instead of CMD key. (#4253) [@rokups]
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- Examples: DX12: Fixed handling of Alt+Enter in example app (using swapchain's ResizeBuffers). (#4346) [@PathogenDavid]
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- Examples: DX12: Removed unecessary recreation of backend-owned device objects when window is resized. (#4347) [@PathogenDavid]
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- Examples: OSX+OpenGL2: Fix event forwarding (fix key remaining stuck when using shortcuts with Cmd/Super key).
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Other OSX examples were not affected. (#4253, #1873) [@rokups]
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- Examples: Updated all .vcxproj to VS2015 (toolset v140) to facilitate usage with vcpkg.
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@ -184,7 +205,7 @@ Docking+Viewports Branch:
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-----------------------------------------------------------------------
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VERSION 1.83 (Released 2011-05-24)
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VERSION 1.83 (Released 2021-05-24)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.83
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@ -242,7 +263,7 @@ Other Changes:
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- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
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- Demo: Improved popups demo and comments.
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- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts".
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- Backends: SDL: Rework global mouse pos availability check listing supported platforms explicitly,
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- Backends: SDL2: Rework global mouse pos availability check listing supported platforms explicitly,
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effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
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- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
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[@1025798851]
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14
docs/FAQ.md
14
docs/FAQ.md
@ -225,8 +225,11 @@ End();
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- If you have a same ID twice in the same location, you'll have a conflict:
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```cpp
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Begin("MyWindow");
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Button("OK");
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Button("OK"); // ID collision! Interacting with either button will trigger the first one.
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Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
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Button(""); // ERROR: ID collision with Begin("MyWindow")!
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End();
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```
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Fear not! this is easy to solve and there are many ways to solve it!
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@ -238,8 +241,9 @@ are going to be created:
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```cpp
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Begin("MyWindow");
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Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
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Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
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Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
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Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
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Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
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Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
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End();
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```
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- If you want to completely hide the label, but still need an ID:
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@ -257,7 +261,7 @@ sprintf(buf, "My game (%f FPS)###MyGame", fps);
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Begin(buf); // Variable title, ID = hash of "MyGame"
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```
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- Solving ID conflict in a more general manner:
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Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
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Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
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within the same window. This is the most convenient way of distinguishing ID when iterating and
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creating many UI elements programmatically.
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You can push a pointer, a string or an integer value into the ID stack.
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@ -297,7 +301,7 @@ PushID("node");
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PopID();
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PopID();
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```
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- Tree nodes implicitly creates a scope for you by calling PushID().
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- Tree nodes implicitly creates a scope for you by calling `PushID()`:
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```cpp
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Button("Click"); // Label = "Click", ID = hash of (..., "Click")
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if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
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