Commit Graph

2785 Commits

Author SHA1 Message Date
Jason Wilkins
4dee8473b5 Fixed a couple of problems found by CppCat code analyzer.
* 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.
Sorry!
2015-10-30 11:43:23 +01:00
ocornut
3eabad0321 Refactor - Internal ButtonBehavior() removed unnecessary boolean arg, merged into flags using ImGuiButtonFlags_NoKeyModifiers.
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
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.
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
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
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)
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
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
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)
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