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Version 1.60
This commit is contained in:
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@ -37,52 +37,53 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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VERSION 1.60 WIP (Latest, currently in development)
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VERSION 1.60 (Released 2018-04-07)
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
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The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
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Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitely.
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Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
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Various internal refactors have also been done, as part of the navigation work and as part of the upcoing viewport/docking work.
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Breaking Changes:
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(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
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- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
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If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
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- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
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- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
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- Reorganized context handling to be more explicit, (#1599)
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- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render().
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e.g. with example back-ends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data).
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- Reorganized context handling to be more explicit: (#1599)
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- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
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- removed Shutdown() function, as DestroyContext() serve this purpose.
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- removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old back-end from the examples/ folder, remove the line that calls Shutdown().
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- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
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- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
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- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
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- Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
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- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
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- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
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- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
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If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
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- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
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- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
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- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
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- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core, and honored by some binding ahead of merging the Nav branch).
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- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some binding ahead of merging the Nav branch).
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- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
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- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
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- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
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Other Changes:
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(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
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- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub.
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- Navigation: merged in the gamepad/keyboard navigation (about one million changes!). (#787, #323)
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- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323)
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The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- To use Keyboard Navigation:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
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For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
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- To use Gamepad Navigation:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
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- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
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- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping.
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- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details.
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- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
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- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
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- To use Keyboard Navigation:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
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For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
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- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
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- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787)
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- Navigation: Added window flags: ImGuiWindowFlags_NoNav (ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
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- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
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- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787)
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- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
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- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787)
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@ -102,11 +103,10 @@ Other Changes:
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- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
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- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
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- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing.
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- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (ref #1381, #1337)
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- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337)
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- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
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- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
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- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
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- Window: CloseButton: Fixed cross positioning being a little off.
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- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
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- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541)
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- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
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@ -115,7 +115,7 @@ Other Changes:
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- Style: Enable window border by default. (#707)
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- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
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- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
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- Style: Close button nows display a cross before hovering. Uses button colors for highlight when hovering. (#707)
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- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
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- Popup: OpenPopup() Always reopen existing popup. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
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- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
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- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
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@ -141,7 +141,7 @@ Other Changes:
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- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
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- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
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- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer.
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If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
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If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
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- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
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- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
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- Fonts: Moved extra_fonts/ to misc/fonts/.
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@ -152,7 +152,7 @@ Other Changes:
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- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
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- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
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- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
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- Misc: Functions passed to libc qsort are explicitely marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
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- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
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- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later.
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- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
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- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h)
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@ -161,7 +161,6 @@ Other Changes:
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- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
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- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files.
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- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
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- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags).
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(Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.)
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- Metrics: Added display of Columns state.
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- Demo: Improved Selectable() examples. (#1528)
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@ -193,8 +192,7 @@ Other Changes:
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- Examples: Vulkan: Visual Studio: Added .vcxproj file.
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- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.]
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- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
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- Internals: Lots of refactoring!
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- Various minor fixes, tweaks, optimizations, comments.
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- Various fixes, tweaks, internal refactoring, optimizations, comments.
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-----------------------------------------------------------------------
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@ -559,7 +557,7 @@ Other Changes:
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- ImFont: Added GetGlyphRangesThai() helper. [@nProtect]
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- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character.
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- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is.
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- ImFontConfig: Added GlyphOffset to explicitely offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
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- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
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- Clarified asserts in CheckStacksSize() when there is a stack mismatch.
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- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586)
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- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976)
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@ -583,7 +581,7 @@ Other Changes:
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- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824)
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- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems]
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- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909)
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- Examples: DirectX9: Explicitely setting viewport to match that other examples are doing. (#937)
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- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937)
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- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800)
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- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity.
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- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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@ -96,7 +96,7 @@ Demo Binaries
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-------------
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You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
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- [imgui-demo-binaries-20180207.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180207.zip) (Windows binaries, Dear ImGui 1.60 WIP built 2018/01/07, 5 executables)
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- [imgui-demo-binaries-20180407.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180407.zip) (Windows binaries, Dear ImGui 1.60 built 2018/04/07, 5 executables)
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The demo applications are unfortunately not yet DPI aware so expect some blurryness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
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24
imgui.cpp
24
imgui.cpp
@ -1,4 +1,4 @@
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// dear imgui, v1.60 WIP
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// dear imgui, v1.60
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// (main code and documentation)
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// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
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@ -83,7 +83,7 @@
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- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
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- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
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- General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
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- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
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- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://goo.gl/9LgVZW
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PROGRAMMER GUIDE
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@ -223,15 +223,6 @@
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- The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- Keyboard:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
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will be set. For more advanced uses, you may want to read from:
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- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
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- or query focus information with e.g. IsWindowFocused(), IsItemFocused() etc. functions.
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Please reach out if you think the game vs navigation input sharing could be improved.
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- Gamepad:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
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- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
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@ -241,7 +232,16 @@
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- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
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Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
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- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
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- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo
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to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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- Keyboard:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
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will be set. For more advanced uses, you may want to read from:
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- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
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- or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
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Please reach out if you think the game vs navigation input sharing could be improved.
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- Mouse:
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- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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@ -1,4 +1,4 @@
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// dear imgui, v1.60 WIP
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// dear imgui, v1.60
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// (demo code)
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// Message to the person tempted to delete this file when integrating ImGui into their code base:
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@ -1,4 +1,4 @@
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// dear imgui, v1.60 WIP
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// dear imgui, v1.60
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// (drawing and font code)
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// Contains implementation for
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// dear imgui, v1.60 WIP
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// dear imgui, v1.60
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// (internals)
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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