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https://github.com/shadps4-emu/ext-imgui.git
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Version 1.90.1
This commit is contained in:
parent
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@ -37,9 +37,11 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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VERSION 1.90.1 WIP (In Progress)
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VERSION 1.90.1 (Released 2024-01-10)
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90.1
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Breaking changes:
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- imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81.
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@ -52,48 +54,56 @@ Breaking changes:
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Other changes:
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- Windows: BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport
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minus padding. There are no limit to a child width/height. (#7063) [@Devyre]
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- Windows: BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground
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is specified. (#1710, #7194)
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- Windows: Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y)
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for both axises since 1.90. (#7106) [@n0bodysec]
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- Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
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speed asymetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
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- Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overrided back to true when
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navigation is enabled. SetNextFrameWantCaptureKeyboard() is always higher priority. (#6997)
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- Nav: Activation can also be performed with Keypad Enter. (#5606)
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- Drag and Drop: Fixed drop target highlight on items temporarily pushing a widened clip rect
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(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
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all columns. (#7049, #4281, #3272)
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- InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression).
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- InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
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(using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
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to allow passing through multiple widgets easily. (#3092, #5759, #787)
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- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
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stack when number of components is 1. [#7095] [@Nahor]
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- Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text
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editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
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- Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
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- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
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width computation to better distribute the error. (#7120, #7121) [@Nahor]
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- ColorEdit: Layout tweaks for very small sizes. (#7120, #7121)
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- ColorPicker: Fixed saturation/value cursor radius not scaling properly.
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- Menus: Tweaked hover slack logic, adding a timer to avoid situations where a slow vertical
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movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926)
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- Windows:
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- BeginChild(): Fixed auto-resizing erroneously limiting size to host viewport
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minus padding. There are no limit to a child width/height. (#7063) [@Devyre]
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- BeginChild(): Resize borders rendered even when ImGuiWindowFlags_NoBackground
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is specified. (#1710, #7194)
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- Fixed some auto-resizing path using style.WindowMinSize.x (instead of x/y)
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for both axises since 1.90. (#7106) [@n0bodysec]
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- Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce
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speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
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- Navigation (Keyboard/gamepad):
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- Nav, IO: SetNextFrameWantCaptureKeyboard(false) calls are not overridden back to true when
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navigation is enabled. SetNextFrameWantCaptureKeyboard() is always higher priority. (#6997)
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- Nav: Activation can also be performed with Keypad Enter. (#5606)
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- Drag and Drop:
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- Fixed drop target highlight on items temporarily pushing a widened clip rect
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(namely Selectables and Treenodes using SpanAllColumn flag) so the highlight properly covers
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all columns. (#7049, #4281, #3272)
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- InputText:
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- InputTextMultiline: Fixed Tab character input not repeating (1.89.4 regression).
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- InputTextMultiline: Tabbing through a multi-line text editor which allows Tab character inputs
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(using the ImGuiInputTextFlags_AllowTabInput flag) doesn't automatically activate it, in order
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to allow passing through multiple widgets easily. (#3092, #5759, #787)
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- Drags, Sliders, Inputs:
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- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth
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stack when number of components is 1. [#7095] [@Nahor]
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- Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text
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editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
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- Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
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- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components
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width computation to better distribute the error. (#7120, #7121) [@Nahor]
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- Menus:
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- Tweaked hover slack logic, adding an extra timeout to avoid situations where a slow vertical
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movements toward another parent BeginMenu() can keep the wrong child menu open. (#6671, #6926)
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- Color Editors:
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- ColorEdit: Layout tweaks for very small sizes. (#7120, #7121)
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- ColorPicker: Fixed saturation/value cursor radius not scaling properly.
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- Debug Tools:
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- Added io.ConfigDebugIsDebuggerPresent option. When enabled, this adds buttons in various
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locations of Metrics/Debugger to manually request a debugger break:
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- Request a debug break in a Begin() call.
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- Request a debug break in a ItemAdd() call via debug log and hovering 0xXXXXXX identifiers.
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- Request a debug break in a BeginTable() call.
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- Request a debug break in a SetShortcutRouting()/Shortcut() call. [Internal]
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- Metrics: Reorganize Tools menu.
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- Added DebugFlashStyleColor() to identify a style color. Added to Style Editor.
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- Debug Log: Hide its own clipper log to reduce noise in the output. (#5855)
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- Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only,
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making it easier when dealing with spammy logs. (#5855)
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- Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize
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grip without moving it.
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- Debug Tools: Added io.ConfigDebugIsDebuggerPresent option. When enabled, this adds buttons
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in various locations of Metrics/Debugger to manually break in debugger in selected places:
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- Request a debug break in a Begin() call.
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- Request a debug break in a ItemAdd() call via debug log and hovering 0xXXXXXX identifiers.
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- Request a debug break in a BeginTable() call.
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- Request a debug break in a SetShortcutRouting()/Shortcut() call. [Internal]
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- Debug Tools: Metrics: Reorganize Tools menu.
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- Debug Tools: Added DebugFlashStyleColor() to identify a style color. Added to Style Editor.
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- Debug Tools: Debug Log: Hide its own clipper log to reduce noise in the output. (#5855)
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- Debug Tools: Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only,
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making it easier when dealing with spammy logs. (#5855)
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- Misc: Added IMGUI_USER_H_FILENAME to change the path included when using
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IMGUI_INCLUDE_IMGUI_USER_H. (#7039) [@bryceberger]
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- Misc: Rework debug display of texture id in Metrics window to avoid compile-error when
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@ -105,29 +115,34 @@ Other changes:
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on a codebase where another copy of the library is used.
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- Misc: During shutdown, check that io.BackendPlatformUserData and io.BackendRendererUserData are NULL
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in order to catch cases where backend was not shut down. (#7175)
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- Misc: Reworked Issue Template to with a shinier and better form. (#5927) [@Panquesito7, @PathogenDavid, @ocornut]
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- Backends: GLFW, Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
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register canvas selector and auto-resize GLFW window. (#6751) [@Traveller23, @ypujante]
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- Backends: GLFW: Fixed Windows specific hooks to use Unicode version of WndProc even when
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compiling in MBCS mode. (#7174) [@kimidaisuki22]
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- Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load libGL.so variants in
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case of missing symlink. Fix 1.90 regression for some distros. (#6983)
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- Backends: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs
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vkDestroyCommandPool(). (#7075) [@FoonTheRaccoon]
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- Backends: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous
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"best practice" validation layer. (#7189, #4238) [@philae-ael]
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- Backends: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
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as we don't reset them.
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- Backends: WebGPU: Fixed wgpuRenderPassEncoderSetScissorRect() crash when rendering modal
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window's dimming layer, which has an unclipped value in ImDrawCmd::ClipRect. (#7191) [@aparis69]
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- Examples: GLFW+Emscripten: Fixed examples not consistently resizing according to host canvas.
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(#6751) [@Traveller23, @ypujante]
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- Misc: Reworked Issue Template to a shinier and better form. (#5927) [@Panquesito7, @PathogenDavid, @ocornut]
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- Backends:
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- GLFW, Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
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register canvas selector and auto-resize GLFW window. (#6751) [@Traveller23, @ypujante]
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- GLFW: Fixed Windows specific hooks to use Unicode version of WndProc even when
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compiling in MBCS mode. (#7174) [@kimidaisuki22]
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- OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load libGL.so variants in
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case of missing symlink. Fix 1.90 regression for some distros. (#6983)
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- Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs
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vkDestroyCommandPool(). (#7075) [@FoonTheRaccoon]
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- Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous
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"best practice" validation layer. (#7189, #4238) [@philae-ael]
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- Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
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as we don't reset them.
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- WebGPU: Fixed wgpuRenderPassEncoderSetScissorRect() crash when rendering modal window's
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dimming layer, which has an unclipped value in ImDrawCmd::ClipRect. (#7191) [@aparis69]
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- Examples:
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- Examples: GLFW+Emscripten: Fixed examples not consistently resizing according to host canvas.
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(#6751) [@Traveller23, @ypujante]
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- Examples: SDL3: Minor fixes following recent SDL3 in-progress development.
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-----------------------------------------------------------------------
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VERSION 1.90.0 (Released 2023-11-15)
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.90
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Breaking changes:
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- BeginChild(): Upgraded 'bool border = false' parameter to 'ImGuiChildFlags flags = 0'.
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@ -1,4 +1,4 @@
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// dear imgui, v1.90.1 WIP
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// dear imgui, v1.90.1
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// (main code and documentation)
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// Help:
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7
imgui.h
7
imgui.h
@ -1,4 +1,4 @@
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// dear imgui, v1.90.1 WIP
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// dear imgui, v1.90.1
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// (headers)
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// Help:
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@ -23,8 +23,8 @@
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#define IMGUI_VERSION "1.90.1 WIP"
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#define IMGUI_VERSION_NUM 19004
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#define IMGUI_VERSION "1.90.1"
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#define IMGUI_VERSION_NUM 19010
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#define IMGUI_HAS_TABLE
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/*
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@ -256,6 +256,7 @@ typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data);
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// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
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// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
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// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types.
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IM_MSVC_RUNTIME_CHECKS_OFF
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struct ImVec2
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{
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// dear imgui, v1.90.1 WIP
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// dear imgui, v1.90.1
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// (demo code)
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// Help:
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// dear imgui, v1.90.1 WIP
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// dear imgui, v1.90.1
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// (drawing and font code)
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/*
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// dear imgui, v1.90.1 WIP
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// dear imgui, v1.90.1
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// (internal structures/api)
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// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
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// dear imgui, v1.90.1 WIP
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// dear imgui, v1.90.1
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// (tables and columns code)
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/*
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// dear imgui, v1.90.1 WIP
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// dear imgui, v1.90.1
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// (widgets code)
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/*
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