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Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_win32.cpp
#	docs/CHANGELOG.txt
This commit is contained in:
ocornut 2023-04-19 16:35:50 +02:00
commit 4f692ba840
35 changed files with 634 additions and 39 deletions

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@ -98,6 +98,31 @@ Other changes:
Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
-----------------------------------------------------------------------
VERSION 1.89.6 WIP (In Progress)
-----------------------------------------------------------------------
Breaking changes:
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
Other changes:
- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip
showing when a sorting column has no visible name. (#6342) [@lukaasm]
- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame.
(#6341) [@lukaasm]
- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
Potentially this would facilitate switching runtime backend mid-session.
- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw
Win32/Winapi with OpenGL. (#3218)
- Backends: OpenGL3: Restore front and back polygon mode separately when supported
by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
-----------------------------------------------------------------------
VERSION 1.89.5 (Released 2023-04-13)
-----------------------------------------------------------------------

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@ -200,6 +200,10 @@ DirectX12 example, Windows only. <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
This is quite long and tedious, because: DirectX12.
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
### Miscellaneous

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@ -665,7 +665,7 @@ Yes. People have written game editors, data browsers, debuggers, profilers, and
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
##### [Return to Index](#index)
@ -673,7 +673,7 @@ Dear ImGui is built to be efficient and scalable toward the needs for AAA-qualit
### Q: Can you reskin the look of Dear ImGui?
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)