Jason Wilkins
4dee8473b5
Fixed a couple of problems found by CppCat code analyzer.
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* incorrect implementation of ImVec4 operator- which always gives a w value of 0
* boolean formula of ((A && B) || B) can be simplified to just (B)
2015-11-10 17:06:37 -06:00
ocornut
1d76890526
Examples: OpenGL3: Implement ImGui_ImplGlfwGL3_InvalidateDeviceObjects() like other examples.
2015-11-08 22:52:25 +00:00
ocornut
e4fb14a9e0
TODO notes
2015-11-08 11:00:56 +00:00
ocornut
e46c7b70eb
Examples: Most examples apps detect if ImDrawIdx was changed to 32-bits instead of 16
2015-11-08 11:00:31 +00:00
ocornut
4982cd136e
Fixed Shutdown() not clearing FontAtlas if NewFrame() was never called. ( #396 , #303 )
2015-11-07 23:10:09 +00:00
omar
b168c72dd1
Update README.md
2015-11-01 22:53:29 +00:00
omar
d963ff13ca
Update README.md
2015-11-01 22:25:33 +01:00
omar
acc87f7f5e
Update README.md
2015-11-01 22:18:37 +01:00
ocornut
6b23fca1ff
Speculative build fix for using alloca on PS4 & FreeBSD
2015-10-30 18:05:06 +01:00
ocornut
0a23e2c832
Tabs to spaces
2015-10-30 15:57:03 +01:00
ocornut
980ca286fe
Examples: OpenGL2/3: Save/setup/restore viewport as part of render function. Update SDL example to match GL2 one. ( fix #392 )
2015-10-30 15:44:47 +01:00
ocornut
6ffe0fddbf
Examples: Fixed crash when both buttons are held ( #393 )
2015-10-30 15:01:26 +01:00
ocornut
1a42a3f91b
Refactor internal SliderBehavior() to take flags instead of a bool.
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Sorry!
2015-10-30 11:43:23 +01:00
ocornut
3eabad0321
Refactor - Internal ButtonBehavior() removed unnecessary boolean arg, merged into flags using ImGuiButtonFlags_NoKeyModifiers.
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This is quite a risky change frankly but I'd rather refactor sooner than
later. Hopefully few people are using the internal functions.
2015-10-30 11:36:51 +01:00
ocornut
e858d229a0
Examples: update all examples with same comment ( #389 )
2015-10-30 10:45:16 +01:00
omar
d0afb23a3f
Merge pull request #389 from dougbinks/master
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Font merge demo and documentation minor additions.
2015-10-30 10:39:59 +01:00
Doug Binks
e1bc0dd7d5
Font merge demo and documentation minor additions.
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Clarifies the lifetime requirements for the ranges parameter for AddFont* functions.
2015-10-25 16:06:42 +00:00
omar
0b0c460324
Travis CI: revert, giving up update for now.
2015-10-19 20:10:43 +01:00
omar
7245599f04
Travis CI: test upgrading to container-based build (3)
2015-10-19 20:05:02 +01:00
omar
d86dd37091
Travis CI: test upgrading to container-based build
2015-10-19 19:59:53 +01:00
omar
f11adc1c08
Travis CI: test upgrading to container-based build
2015-10-19 19:57:46 +01:00
ocornut
217ef444d4
ColorEdit4: Fixed broken tooltip on hovering the color button (actually fixes #373 , #380 )
2015-10-19 12:02:52 +01:00
ocornut
5f0db60a57
Version number 1.47 WIP
2015-10-18 20:13:01 +01:00
omar
42529f1270
Merge pull request #378 from Gargaj/patch-1
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Examples: DirectX9: NULL out font texture on Invalidate so NewFrame() can be called directly without ImGui_ImplDX9_CreateDeviceObjects()
2015-10-18 18:11:54 +01:00
Gargaj
e4d916a4b3
NULL out font texture on invalidate
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If this isn't done, NewFrame won't re-create the font.
2015-10-18 19:05:04 +02:00
ocornut
72dde4d323
Version 1.46
2015-10-18 17:36:27 +01:00
ocornut
fbdcb51dde
Fix to allow using SetNextWindow* functions with ImGuiSetCond_Appearing on modal windows ( #377 )
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Also affect other popups which called FindBestPopupWindowPos() on their
second frame but it most often acts as a no-op but it wouldn't be
noticeable.
2015-10-18 17:30:53 +01:00
ocornut
8b9c0b2545
Tweaks (calling inner SetNext* functions directly from Begin)
2015-10-18 17:20:03 +01:00
ocornut
7a61b7dd57
Renamed Window LastFrameDrawn to LastFrameActive, more correct
2015-10-18 16:57:10 +01:00
ocornut
465e6839a4
ColorEdit4: hovering the color button shows correct alpha ( fix #373 )
2015-10-18 16:24:44 +01:00
ocornut
5b7a2149fc
ColorConvertFloat4ToU32() round the floats instead of truncating them.
2015-10-18 16:09:37 +01:00
ocornut
43ff5a41be
InputText(): always use live input data for display in read-only mode ( fix #360 )
2015-10-18 15:50:46 +01:00
ocornut
a0d24ac03d
Scrollbar: background color less translucent in default style (flattened alpha) so it works better on non-WindowBg colored background.
2015-10-18 15:36:39 +01:00
ocornut
64b6e87f54
Scrollbar: fixed vertical alignment with border + no menu bar (following #365 )
2015-10-18 15:35:27 +01:00
ocornut
b090d711e2
InputText: removed the need for text_end pointer in the cursor position calculation loop, allows switching buffers
2015-10-18 15:25:36 +01:00
ocornut
214e87d59c
InputText: comments.
2015-10-18 12:18:28 +01:00
ocornut
bc34ac882f
InputText: added comments and somehow clarified the optimized code that calculate text position + updated demo
2015-10-18 10:57:29 +01:00
ocornut
2b3fb5c0f7
Example: Marmalade: shallow tweaks and cleanups to match ImGui coding style ( #375 )
2015-10-15 12:44:30 +02:00
omar
81927b073e
Merge pull request #375 from gzito/master
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Examples: Added example app for the Marmalade platform.
2015-10-15 11:32:13 +01:00
gzito
ba9c469ff0
no message
2015-10-14 23:13:02 +02:00
gzito
ebf4f1fa02
no message
2015-10-14 23:05:01 +02:00
gzito
79ca203850
Merge branch 'master' of https://github.com/ocornut/imgui
2015-10-14 23:01:52 +02:00
ocornut
5d53f37a5d
Examples: Possibly clarified the intent of imgui_impl_* files.
2015-10-13 17:53:43 +02:00
ocornut
1c69b3d0df
Tools: binary_to_compressed_c.cpp: added -nocompress option.
2015-10-12 13:13:00 +02:00
ocornut
d4d2e5bc62
Added items to Todo list
2015-10-12 12:31:41 +02:00
ocornut
a5c895f791
Added SetClipboardText / GetClipboardText helper shortcuts to match MemAlloc / MemFree
2015-10-12 12:20:01 +02:00
omar
59cedca02e
Merge pull request #371 from nguillemot/master
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Examples: DirectX11: Fix vertex POSITION format (ImDrawVert::pos is 2D, not 4D)
2015-10-12 09:26:49 +01:00
Nicolas Guillemot
509ac33abe
fix POSITION format (ImDrawVert::pos is 2D, not 4D)
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the inputlayout incorrectly described the POSITION attribute as being
4D, while ImDrawVert::pos is 2D. This went unnoticed because the buffer
binding has a stride of sizeof(ImDrawVert) and the POSITION is treated
as a float2 in the vertex shader. If you switch POSITION to float4 in
the vertex shader (and actually use the z/w in the matrix
multiplication) then everything become wacky-looking since it's
interpreting the texture coordinates as z/w. On a similar note: It's
weird that the projection matrix takes z and w into consideration when
those don't exist in the shader due to positions being float2s.
2015-10-11 16:42:22 -07:00
ocornut
a5132286b7
ImDrawList: ChannelsSetCurrent() added an extra assert
2015-10-11 17:50:55 +02:00
ocornut
8eb4df0dd6
Added comments ( #369 #370 )
2015-10-11 17:20:07 +02:00