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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp # imgui_internal.h
This commit is contained in:
commit
d0d571e0d7
12 changed files with 122 additions and 53 deletions
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@ -43,8 +43,19 @@ Breaking changes:
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Other changes:
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- Fixed issues with IsItemDeactivated() and IsItemDeactivatedAfterEdit() not
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emitting a reliable signal when an item is deactivated externally: e.g.
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via an explicit clear of focus, clear of active id, opening of modal etc.
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(#5184, #5904, #6766, #8303, #8004)
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- It used to work when the interruption happened in the frame before the
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active item as submitted, but not after. It should work in both cases now.
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- While this is not specific to a certain widgets, typically it would
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mostly be noticeable on InputText() because it keeps ActiveId for a
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longer time while allowing other interaction to happen.
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- Error Handling: Fixed bugs recovering from within a table that created
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a child window, and from nested child windows. (#1651)
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- Error Handling: Turned common EndTable() and other TableXXX functions
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fail cases into a recoverable error. (#1651, #8314)
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- InputText: Fixed a bug where character replacements performed from a callback
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were not applied when pasting from clipbard. (#8229)
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- InputText: Fixed issue when activating a ReadOnly field when the underlying
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@ -79,6 +90,10 @@ Other changes:
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platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) [@Zer0xFF]
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- Backends: Vulkan: Added a few more ImGui_ImplVulkanH_XXX helper functions
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primarily for the purpose of making our examples simpler.
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- Backends: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify
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how many image sampler descriptors are expected to be available in the provided
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descriptor pool. Current backend needs 1 but it is expected that by end of Q1 2025
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this number will grow (will staying a very small number). (#6642)
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- Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState.
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Reset projection matrix in ImDrawCallback_ResetRenderState handlers. (#6969, #5834, #7468, #3590)
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- Backends: DX10: Expose ImGui_ImplDX10_RenderState for completeness. (#6969, #5834, #7468, #3590)
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@ -156,11 +171,12 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
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Breaking changes:
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- Commented out pre-1.87 IO system (equivalent to using IMGUI_DISABLE_OBSOLETE_KEYIO or IMGUI_DISABLE_OBSOLETE_FUNCTIONS before).
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- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022).
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- io.KeyMap[] and io.KeysDown[] are removed (obsoleted February 2022). Use IsKeyDown() instead.
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- io.NavInputs[] and ImGuiNavInput are removed (obsoleted July 2022).
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- Pre-1.87 backends are not supported:
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- backends need to call io.AddKeyEvent(), io.AddMouseEvent() instead of writing to io.KeysDown[], io.MouseDown[] fields.
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- backends need to call io.AddKeyAnalogEvent() for gamepad values instead of writing to io.NavInputs[] fields.
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- you can use IsKeyDown() instead of reading from io.KeysDown[].
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- For more references:
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- read 1.87 and 1.88 part of API BREAKING CHANGES in imgui.cpp or read Changelog for 1.87 and 1.88.
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- read https://github.com/ocornut/imgui/issues/4921
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@ -2656,6 +2672,7 @@ Breaking Changes:
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- For all calls to IO new functions, the Dear ImGui context should be bound/current.
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- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
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- Added io.AddKeyEvent() function, obsoleting writing directly to io.KeyMap[], io.KeysDown[] arrays.
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- You can use IsKeyDown() instead of reading from io.KeysDown[].
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- For keyboard modifiers, you can call io.AddKeyEvent() with ImGuiKey_ModXXX values,
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obsoleting writing directly to io.KeyCtrl, io.KeyShift etc.
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- Added io.SetKeyEventNativeData() function (optional) to pass native and old legacy indices.
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