ocornut
e52bb147a7
Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks(). ( #4981 )
2022-02-07 16:11:05 +01:00
Rokas Kupstys
40fd163a3b
Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems.
...
# Conflicts:
# backends/imgui_impl_opengl3.cpp
# docs/CHANGELOG.txt
2022-02-07 12:26:19 +01:00
ocornut
2554b512c0
Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui.
2022-02-07 11:55:24 +01:00
Clownacy
c6cab1f352
Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(). Use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. ( #4927 )
...
This is (kind of) an OpenGL-only function, which should be avoided when SDL2 isn't using OpenGL.
The only alternative that is recommended is SDL_GetRendererOutputSize, which limits this fix to the SDL_Renderer backend. Still, I think it's better than nothing.
I say that SDL_GL_GetDrawableSize is "kind of" OpenGL-only because it does technically work even when SDL2 isn't using OpenGL.
It's just that it becomes a shim to SDL_GetWindowSize, which is not suitable for high-DPI usage because it reflects the size of the window in screen coordinates, not actual pixels, so it really should be avoided when not using OpenGL.
2022-02-04 16:51:29 +01:00
Clownacy
c39192ba64
Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware ( #4927 )
...
SDL_PIXELFORMAT_RGBA32 is intended for byte arrays where the channels
are specifically in the RGBA order. However, this is not what
GetTexDataAsRGBA32 does: rather, it constructs an array where each
pixel is an unsigned int in ABGR order. On little-endian platforms,
this does indeed result in an RGBA byte order, however, on big-endian
platforms, this results in an ABGR byte order, which does not match
the PIXELFORMAT enum.
What should be used is the SDL_PIXELFORMAT_ABGR8888 enum, which
specifies that the pixels are in native-endian ABGR, which they are.
2022-02-04 16:43:05 +01:00
rokups
551ab84c2d
Backends: OSX: Fix building with old Xcode versions.
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Builds have failed on Xcode versions that do not yet support `@available` or do not have new APIs (that are unavailable on target OS version) defined at all. Using true build time version checks fixes these issues.
2022-01-31 14:41:56 +01:00
ocornut
49e38a5b32
Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)
2022-01-28 15:53:09 +01:00
ocornut
c906c65cac
(BREAKING) Replaced AddKeyModsEvent() added by 790132a
in favor of unified key enum system. Backends: update most. ( #4921 , #4858 )
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Sorry this is an unusual breaking but since we are WIP it is a good time to make a correction.
2022-01-27 17:46:48 +01:00
ocornut
075f4ac661
Don't merge ImDrawCmd which have had their IdxOffset changed to not be sequential. Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd.
...
This is bit of a weird edge case adding weight to ImDrawCmd merging, if we could rework the mess in RenderDimmedBackgroundBehindWindow() we may be able to undo some of that.
2022-01-26 15:53:18 +01:00
ocornut
b17b2fb732
Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. ( #4936 )
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Passing explicit ImGuiPopupFlags_MouseButtonRight to OpenPopupOnItemClick() calls somehow document the unusual (due to legacy) default value.
2022-01-24 13:24:54 +01:00
thedmd
c2db4c2462
Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys.
2022-01-21 15:25:23 +01:00
ocornut
69b697378b
Comments, tweaks.
2022-01-21 14:50:31 +01:00
ocornut
26e59c8742
Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. ( #4365 )
2022-01-21 14:41:34 +01:00
thedmd
5ea47d9560
Backends: OSX: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:49 +01:00
ocornut
39c3412f91
Backends: SDL: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:31 +01:00
ocornut
3d85433748
Backends: GLFW: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:15 +01:00
ocornut
9f8c599ca7
Backends: Win32: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. ( #4858 , #787 )
2022-01-20 17:25:04 +01:00
ocornut
f33bb99821
IO: added AddKeyAnalogEvent() and support for ImGuiKey_GamepadXXXX. ( #4858 , #787 )
2022-01-20 17:24:52 +01:00
ocornut
ceb26bac48
Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, amends. ( #914 )
2022-01-20 15:53:28 +01:00
Rokas Kupstys
19471da3fd
Popups: Fix a crash when a new window is created after a modal on the same frame. ( #4920 )
2022-01-20 15:03:56 +01:00
ocornut
7ad42ff431
IO: renamed io.ConfigInputEventQueue to io.ConfigInputTrickleEventQueue. ( #4858 )
2022-01-19 18:45:57 +01:00
ocornut
26d04c948f
Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). ( #4918 ).
2022-01-19 18:03:36 +01:00
ocornut
91ae56af45
Removed support for legacy arithmetic operators (+*/) when inputing text into a slider/drag. ( #4917 , #3184 )
2022-01-19 15:10:42 +01:00
ocornut
7374b96f5c
IO: Added input queue. ( #4858 , #2787 , #1992 , #3383 , #2525 , #1320 )
2022-01-17 17:36:55 +01:00
thedmd
b8e56dce83
IO: Added AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() api + updated all Backends. ( #4858 ) (input queue code will be next commit)
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Details: note that SDL, OSX and GLFW backends removed recording of MouseJustPressed[] which will be unnecessary with input queue (which is the NEXT commit). (#2787 , #1992 , #3383 , #2525 , #1320 )
2022-01-17 17:35:37 +01:00
ocornut
b6582a471a
Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. ( #4759 )
2022-01-17 16:22:32 +01:00
ocornut
0755767440
Backends: move io.AddKeyModsEvent() next to io.AddKeyEvent() submission, rely on mods from platform/source. ( #4858 ) + fix #2622 again broken by 746c9f7
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Amended to submit modifiers before.
2022-01-17 15:21:17 +01:00
ocornut
eb823655af
Removed support for pre-C++11 compilers. We'll stop supporting VS2010. ( #4537 )
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Build all
2022-01-17 11:54:11 +01:00
ocornut
6188e94108
Examples: Vulkan: fill Subpass and MSAASamples to increase discoverability ( #4886 ) + IO docs update ( #4858 )
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https://github.com/mosra/magnum-integration/pull/89
2022-01-14 11:51:59 +01:00
ocornut
200a8f1ea2
Backends: GLFW: Update mouse inputs using glfwSetCursorPosCallback() (breaking) + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons.
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+ Allegro5 remove unnecessary clear.
2022-01-12 17:48:47 +01:00
ocornut
98ce013242
Backends: SDL: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before MouseButtons.
2022-01-12 17:48:47 +01:00
ocornut
bf4de2a46b
Backends: Win32: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured + update MousePos before Key Modifiers.
2022-01-12 17:48:46 +01:00
ocornut
7f8a89c25c
Backends: Win32, SDL: maintain MouseButtonsDown instead of using IsAnyMouseDown(). Internals: added GetInputSourceName().
2022-01-12 16:12:10 +01:00
Liu Liu
457d4b7b72
Backends: OSX: Adedd basic IME support for macOS. ( #3108 , #2598 )
2022-01-12 14:37:05 +01:00
Théo Monnom
0818a42396
Backend: WebGPU: Fixed incorrect size parameters in WGPU backend ( #4891 )
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+ squash SDL alignment bits.
2022-01-12 14:16:55 +01:00
ocornut
e8172fdfbc
Rename io.AddKeyModEvent() -> io.AddKeyModsEvent() and updated backends accordingly. ( #2625 , #4858 )
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Amend 790132a
(breaking)
2022-01-10 17:00:32 +01:00
thedmd
fe646ea591
Backends: SDL2: Update to use io.AddEventKey() will full key map ( #2625 , #4858 ) + created localized key (using keycode instead of scancode) ( #456 )
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Legacy indexing stills uses Scancode
2022-01-10 15:12:58 +01:00
ocornut
bf08c13e9b
Inputs: Extra Keys / AddKeyEvent(): bidirectional mapping, basic CI, simplify backends, asserts on misuses, tested backward compat. ( #2625 , #4858 , #2787 )
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(edit: simplified backends merged into previous commits to make history clearer)
2022-01-10 15:09:56 +01:00
ocornut
afffcd5810
Inputs: rename ImGuiKey_KeyPadEnter > ImGuiKey_KeypadEnter ( #2625 )
2022-01-06 14:25:56 +01:00
ocornut
100ede5764
Backends: GLFW: Fix CTRL+A, CTRL+Y, CTRL+Z to match keyboard layout. Converting GLFW untranslated keycodes back to translated keycodes. ( #456 , #2625 )
2022-01-05 16:57:50 +01:00
Liu Liu
de36ff043e
Platform IME: add ImGuiPlatformImeData::InputLineHeight (unused by win32). ( #3113 )
2022-01-05 13:47:21 +01:00
actboy168
29a8ee0826
Platform IME: add ImGuiPlatformImeData::WantVisible, hide IME when not used. ( #2589 )
2022-01-05 13:47:21 +01:00
ocornut
1cbfe93520
Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window.
2022-01-05 13:47:21 +01:00
ocornut
3a90dc3893
Platform IME: changed io.ImeSetInputScreenPosFn() to io.SetPlatformImeDataFn() API.
...
Ref #2589 , #2598 , #3108 , #3113 , #3653 , #4642
2022-01-05 13:47:20 +01:00
ocornut
efa50f72a7
Backends: Metal: Ignore ImDrawCmd where ElemCount == 0. ( #4857 )
2022-01-03 22:14:19 +01:00
ocornut
b0a6cd6305
Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles, ( #4857 )
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(2nd amend)
2022-01-03 21:45:20 +01:00
ocornut
2402958aec
Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
- ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
- ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
2022-01-03 16:37:33 +01:00
Jonathan Hoffstadt
83d22f4e48
Tables, ImDrawListSplitter: Fixed erroneously stripping trailing ImDrawList::AddCallback().( #4843 , #4844 )
2021-12-30 22:03:52 +01:00
luigifcruz
41e39ea6e1
Backends: Metal: Add Metal C++ bindings support. ( #4824 , #4746 )
2021-12-30 15:04:03 +01:00
ocornut
89a28209e8
Version 1.87 WIP + Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init, added in 1.86 ( #4468 , #4830 )
2021-12-26 20:02:02 +01:00
ocornut
512c54bbc0
Version 1.86
2021-12-22 15:31:13 +01:00
ocornut
612b787b0d
Menus: fixed top-level menu from not consistently using style.PopupRounding. ( #4788 )
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+ Stack tool default size.
2021-12-21 15:05:10 +01:00
Sean Ridenour
4bad852a78
Backends: SDL_Renderer: Handle change to SDL_RenderGeometryRaw() function signature in SDL 2.0.19 ( #4819 )
2021-12-21 14:32:41 +01:00
ocornut
0636f9adac
InputText: fixed Shift+Delete from not cutting into clipboard. ( #4818 , #1541 )
2021-12-20 19:45:58 +01:00
ocornut
d9bc1e44af
Backends: Marmalade: Removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. ( #368 , #375 )
2021-12-20 19:29:41 +01:00
thedmd
0cdc4a9565
Backends: Win32: Store left/right variants of Ctrl/Shift/Alt mods in KeysDown[] array. ( #2625 )
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Technically not much required yet but will be by extra-keys work. fix miscleared GLFW field for consistency (no effect)
2021-12-16 18:16:35 +01:00
ocornut
389982eb5a
Backends: OpenGL3: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers.. ( #4468 , #4504 , #2981 , #3381 )
2021-12-15 11:50:00 +01:00
ocornut
48f263336b
Menus: fixed closing a menu inside a popup/modal. Fixed menu inside a popup/modal not inhibiting hovering of items in the popup/modal. ( #3496 , #4797 )
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Fixed sub-menu items inside a popups from closing the popup (debatable).
2021-12-14 16:54:23 +01:00
Stuart Carnie
1b6b8602c1
Backends: OSX: Fix keyboard support. Handle scroll cancel. Don't set mouse cursor shape unconditionally. ( #4759 , #4253 , #1873 )
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Note the original FIXME: refered to GLFWs Cocoa implementation, which is largely what this commit provides.
2021-12-13 11:56:43 +01:00
SlavicPotato
f71ee5203e
Fix infinite loop in ImFontGlyphRangesBuilder::AddRanges if the user passes upper range = UINT16_MAX without IMGUI_USE_WCHAR32. ( #4802 )
2021-12-13 11:35:59 +01:00
Stuart Carnie
b720f1f03c
Backends: OSX: Add Game Controller support. ( #4759 )
2021-12-13 11:25:59 +01:00
xndcn
8a9fe26866
Menus: fixed closing a menu by clicking on its menu-bar item when inside a popup. ( #3496 , #4797 )
2021-12-10 18:58:41 +01:00
ocornut
c801799218
Added an assertion for the common user mistake of using "" as an identifier at the root level of a window. ( #1414 , #2562 , #2807 , #4008 , #4158 , #4375 , #4548 , #4657 , #4796 )
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#4158 , #4375 , #4548 , #4657 , #4796 )
2021-12-09 15:35:02 +01:00
ocornut
bdd2a94315
InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. ( #3781 , #4794 )
2021-12-09 11:30:42 +01:00
ocornut
072caa4a90
InputText: fixed incorrect padding when FrameBorder > 0. ( #4794 , #3781 )
2021-12-09 11:25:58 +01:00
ocornut
a19815dc6b
Backends: Allegro5: Fixed mishandling of the ImDrawCmd::IdxOffset field. ( #4790 )
2021-12-08 16:34:57 +01:00
ocornut
c80e8b964c
Backends: OpenGL2, Marmalade: Fixed mishandling of the ImDrawCmd::IdxOffset field. ( #4790 )
2021-12-08 16:26:52 +01:00
Rokas Kupstys
b38af0f522
Popups: Fix popups being closed by newly appearing windows. ( #4317 )
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* Popups/modals now remain open when new windows are created from within popup/modal begin stack.
* Modals are not closed when new window appears behind active modal.
Tested by "window_popup_interruptions"
2021-12-07 15:52:13 +01:00
ocornut
926addbfe2
Clipper: fixed invalid state when number of frozen table row is smaller than ItemCount.
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+ Bonus rather unorthodox coding style.
2021-12-06 17:17:43 +01:00
ocornut
a76bc52da5
Window, Clipper: store initial precision loss and apply in clipper. ( #3609 , #3962 + https://github.com/ocornut/imgui_club/issues/20 )
2021-12-06 16:19:47 +01:00
ocornut
6e141a9cae
Internals: made ScrollbarEx() use ImS64 to facilitate use with larger ranges (not fully tested) + clipper tweaks ( #3609 , #3962 + https://github.com/ocornut/imgui_club/issues/20 )
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This does NOT fix all problems with large ranges and floating point precision, it merely attenuate them.
2021-12-06 12:09:38 +01:00
ocornut
aa41f16589
Separator: fixed cover all columns while called inside a table. ( #4787 , #205 )
2021-12-05 18:47:28 +01:00
ocornut
da3a36eefd
Backport from docking branch: minor stuff.
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Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
2021-12-03 19:11:58 +01:00
ocornut
78c6435dbb
Inputs: (breaking wip) removed IsMouseTripleClicked() added recently (during 1.86 WIP), replaced with GetMouseClickedCount(). ( #3229 )
2021-12-03 12:38:58 +01:00
Rokas Kupstys
5c388c39f4
Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in this backend. ( #3926 )
2021-12-03 12:28:03 +01:00
ocornut
440824d431
Backends: Fixed early out on empty clip rect. In particular, DX12 backend would warn about it (others not so much). ( #4775 , #4464 )
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Amend/fix 2b0bd40b
2021-11-30 21:48:29 +01:00
ocornut
f087a5b856
Metrics: Added a node showing windows in submission order and showing the Begin() stack.
2021-11-30 16:04:19 +01:00
ocornut
66f0fb986c
Inputtext, Nav: fixed using SetKeyboardFocusHere() on InputTextMultiline(). ( #4761 )
2021-11-29 16:25:45 +01:00
ocornut
5ccb66794b
Backends: WebGPU: Passing explicit buffer sizes as validation layers appears to not do what the in-flux specs says. ( #4766
2021-11-29 12:18:25 +01:00
ocornut
5ac25e7c7a
InputText: fixed ReadOnly flag preventing callbacks from receiving the text buffer. ( #4762 )
2021-11-25 15:12:08 +01:00
ocornut
3fde445b91
Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when io.MouseDrawCursor is enabled). ( #4713 )
2021-11-15 16:19:33 +01:00
ocornut
2c29e391dd
Drag and Drop: BeginDragDropSource() with ImGuiDragDropFlags_SourceAllowNullID doesn't lose tooltip when scrolling. ( #143 )
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Reduced amount of self critical commentary since it'll appear like a hack for users but it isn't more a hack than many other things.
2021-11-10 19:17:01 +01:00
ocornut
e790fc0e79
Nav: prevent child from clipping items when using _NavFlattened and parent has a pending nav request. ( #787 )
2021-11-10 12:00:50 +01:00
ocornut
eb02dcf87f
Nav: enable move/resize window with keyboard in Ctrl+Tabbing windowing menu even without _NavEnableKeyboard. ( #4023 , #787 ).
2021-11-08 18:42:07 +01:00
ocornut
8ce23b3ccd
Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of _NavEnableKeyboard. ( #4023 , #767 )
2021-11-08 17:41:36 +01:00
ocornut
bce1ba400f
Clipper: add ForceDisplayRangeByIndices ( #3841 , #3578 )
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This partially reverts commit 6a7e2c74fb
.
2021-11-08 17:20:30 +01:00
ocornut
1a7526dcd4
Nav, Tabbing: refactor tabbing system to support clipped items, scrolling, using nav queries. ( #4449 )
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Not using counter/modulo anymore and special provisions to handle tab wrapping with ImGuiListClipper. Wrapping may be done better as a next-frame forwarded request.
Also one extra step toward #3949 #3985
2021-11-04 20:48:12 +01:00
ocornut
f01a6d3e8f
InputText, Nav: fixed repeated calls to SetKeyboardFocusHere() preventing to use InputText(). ( #4682 )
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+ Stack Tool: favor inspecting HoveredID over ActiveID as the later is more likely to be locked.
2021-11-04 20:02:42 +01:00
ocornut
64daeddf6f
Removed CalcListClipping() function. ( #3841 )
2021-11-04 14:14:16 +01:00
ocornut
93cccd27f6
Clipper: bunch of rework. ( #3841 , #1725 )
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- Focused/NavId now always included in display range.
- Any number of steps (while preserving zero-alloc policy).
- Non contiguous ranges for nav processing
- Moved new fields internally (+ moved StepNo away from sight so it doesn't get missused).
- Generally tweaks/refactors.
2021-11-04 14:05:14 +01:00
ocornut
b409df34db
Clipper: Fixed content height declaration slightly mismatching the one of when not using a clipper.
2021-11-03 17:00:40 +01:00
ocornut
14466a6d19
Nav: Page/Home/End doesn't immediately restore highlight (before results comes) + pressing Esc to exit a child window re-enable the Nav highlight if it was disabled by mouse.
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Also fix a move request fail restoring highlight from not moving mouse cursor.
Add NavRestoreHighlightAfterMove() helper a little bit of extra sanity.
2021-11-02 17:04:35 +01:00
ocornut
978598b174
Nav: pressing PageUp/PageDown/Home/End when in Menu layer automatically moves back to Main layer. + fixed resizing window from borders setting navigation to Menu layer.
2021-11-02 17:04:34 +01:00
ocornut
19c72cd52a
Nav: fixed absolute mouse position (with NavEnableSetMousePos config flag) when using Home/End leads to scrolling.
2021-10-27 12:28:35 +02:00
ocornut
c363b6df2b
Modals: fixed issue hovering popups inside a child inside a modal. Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. ( #4676 )( #4676 , #4527 )
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Amend/fix 6b1e094f, fc4988ffb
(Sep 24)
2021-10-27 12:03:14 +02:00
ocornut
126a6f894f
InputText: made double-click select word, triple-line select line. Word delimitation logic differs slightly from the one used by CTRL+arrows. ( #2244 )
2021-10-25 16:34:56 +02:00
ocornut
9c78fc928a
Inputs: Mouse: Amend c8e3a01 for tracking multiple clicks, renaming. ( #3229 )
2021-10-25 14:30:20 +02:00
ocornut
19c3773cc0
Backends: Vulkan: Call vkCmdSetScissor() with a full-viewport at end of render. ( #4644 )
2021-10-15 12:11:11 +02:00
ocornut
e3bd9434b1
1.86 WIP + internals: tweaks table temp data code.
2021-10-14 16:58:14 +02:00
ocornut
55d35d8387
Version 1.85
2021-10-11 19:24:25 +02:00