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Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # imgui.cpp # imgui.h
This commit is contained in:
commit
3ea0fad204
14 changed files with 461 additions and 282 deletions
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@ -98,16 +98,49 @@ Other changes:
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Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
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-----------------------------------------------------------------------
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VERSION 1.89.2 WIP (In Progress)
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-----------------------------------------------------------------------
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Breaking changes:
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Other changes:
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- Fixed cases where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with
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zero triangles, which would makes the render loop of some backends assert (e.g. Metal with
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debugging, Allegro). (#4857, #5937)
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- Tables, Columns: Fixed cases where empty columns may lead to empty ImDrawCmd. (#4857, #5937)
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- Inputs, Scrolling: better selection of scrolling window when hovering nested windows
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and when backend/OS is emitting dual-axis wheeling inputs (typically touch pads on macOS).
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We now select a primary axis based on recent events, and select a target window based on it.
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We expect this behavior to be further improved/tweaked. (#3795, #4559) [@ocornut, @folays]
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- Text: fixed layouting of wrapped-text block when the last source line is above the
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clipping region. Regression added in 1.89. (#5720, #5919)
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- Fonts: added a 'void* UserData' field in ImFontAtlas, as a convenience for use by
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applications using multiple font atlases.
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- Demo: simplified "Inputs" section, moved contents to Metrics->Inputs.
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- Debug Tools: Metrics: added "Inputs" section, moved from Demo for consistency.
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- Misc: fixed parameters to IMGUI_DEBUG_LOG() not being dead-stripped when building
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with IMGUI_DISABLE_DEBUG_TOOLS is used. (#5901) [@Teselka]
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- Misc: fixed compile-time detection of SSE features on MSVC 32-bits builds. (#5943) [@TheMostDiligent]
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- Backends: Allegro5: restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. (#5937) [@Espyo]
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-----------------------------------------------------------------------
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VERSION 1.89.1 (Released 2022-11-24)
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.1
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Other changes:
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- Scrolling, Focus: fixed SetKeyboardFocusHere()/SetItemDefaultFocus() during a window-appearing
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frame (and associated lower-level functions e.g. ScrollToRectEx()) from not centering item. (#5902)
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- Inputs: fixed moving a window or drag and dropping from preventing input-owner-unaware code
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from accessing keys. (#5888, #4921, #456)
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- Inputs, IO: reworked ImGuiMod_Shortcut to redirect to Ctrl/Super at runtime instead of
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compile-time, being consistent with our support for io.ConfigMacOSXBehaviors and making it
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easier for bindings generators to process that value. (#5923, #456)
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- Inputs: fixed moving a window or drag and dropping from capturing mods. (#5888, #4921, #456)
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- Layout: fixed End()/EndChild() incorrectly asserting if users manipulates cursor position
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inside a collapsed/culled window and IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. (#5548, #5911)
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@ -150,6 +183,11 @@ Breaking changes:
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Without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
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(This incorrect pattern has been mentioned or suggested in: #4510, #3355, #1760, #1490, #4152, #150,
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threads have been amended to refer to this issue).
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- Inputs: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921)
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This will require uses of legacy backend-dependent indices to be casted, e.g.
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- with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
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- with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
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- etc. however if you are upgrading code you might as well use the backend-agnostic IsKeyPressed(ImGuiKey_A) now.
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- Renamed and merged keyboard modifiers key enums and flags into a same set: (#4921, #456)
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- ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
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- ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
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@ -278,7 +316,6 @@ Other Changes:
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- ImDrawList: Not using alloca() anymore, lift single polygon size limits. (#5704, #1811)
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- Platform IME: [Windows] Removed call to ImmAssociateContextEx() leading to freeze on some setups.
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(#2589, #5535, #5264, #4972)
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- Misc: ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. (#4921)
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- Misc: better error reporting for PopStyleColor()/PopStyleVar() + easier to recover. (#1651)
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- Misc: io.Framerate moving average now converge in 60 frames instead of 120. (#5236, #4138)
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- Debug Tools: Debug Log: Visually locate items when hovering a 0xXXXXXXXX value. (#5855)
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@ -323,7 +323,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font: fix AddRemapChar() to work before atlas has been built.
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- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
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- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
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- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
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- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
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- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
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! nav: never clear NavId on some setup (e.g. gamepad centric)
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