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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_win32.cpp
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commit
42e91c3155
15 changed files with 211 additions and 71 deletions
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@ -51,12 +51,37 @@ Other Changes:
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- Textures:
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- Fixed a building issue when ImTextureID is defined as a struct.
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- Fixed displaying texture # in Metrics/Debugger window.
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- Menus:
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- Fixed MenuItem() label position and BeginMenu() arrow/icon/popup positions,
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when used inside a line with a baseline offset.
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- TreeNode:
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- Fixed highlight position when used inside a line with a large text baseline offset.
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(never quite worked in this situation; but then most of the time the text
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baseline offset ends up being zero or FramePadding.y for a given line).
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- Tables:
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- Fixed an issue where a very thin scrolling table would advance parent layout
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slightly differently depending on its visibility (caused by a mismatch
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between hard minimum window size and table minimum size).
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- Fixed an issue where submitting non-integer row heights would eventually
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advance table parent layout by +0/+1 depending on its visibility.
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- Scrollbar: fixed a codepath leading to a divide-by-zero (which would not be
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noticeable by user but detected by sanitizers). (#9089) [@judicaelclair]
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- Debug Tools:
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- Debug Log: fixed incorrectly printing characters in IO log when submitting
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non-ASCII values to io.AddInputCharacter(). (#9099)
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- Backends:
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- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
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(vs Metallib shaders requiring macOS 14+). Requires application calling
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SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
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- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
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selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
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`cap.supportedCompositeAlpha`. (#8784) [@FelixStach]
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`cap.supportedCompositeAlpha`, which seems to be required on some Android
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devices. (#8784) [@FelixStach]
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- Win32: handle WM_IME_CHAR/WM_IME_COMPOSITION to support Unicode inputs on
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MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
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- Examples:
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- Win32+DirectX12: ignore seemingly incorrect D3D12_MESSAGE_ID_FENCE_ZERO_WAIT
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warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]
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Docking+Viewports Branch:
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@ -39,10 +39,12 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
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### Usage
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**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
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**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
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**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
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C++20 users wishing to use a module may the use [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
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See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
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After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
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