I had a long standing bug inside nuklear which prevents you from
swapping out a font while the code is being build. This bug is now
fixed but the fix requires _ALL_ `nk_user_font` data structures
provided by `nk_style_set_font` to be persistent.
Demos for x11 and sdl have been update so that `nk_xxx_handle_event'
return true (1) if the given event was usefull and processed by
nuklear and false (1) if not.
Since it was requested I added a small snippet showing how to create
notebook tabs (header with buttons, selecting content). The added
demo is basically just a combination of already existing widgets +
some small styling changes and can be extended to easily support
case with more tabs then space in the header part. I will have
to think about if it is possible to create an API for this without
taking away the simplicity of it.
Previously if you used movable or scalable groups you had to add
the group border width to the panel to access the updated position
or size. Nuklear now takes control of the process and the new
position/size can be read after `nk_group_end` from `nk_panel`
directly.
It's now possible to define a specific color for each line or
column entry inside a chart. This purely extends the API and all
previous implementation still work.
Hopefully fixed selection bug for empty lines and made edit widget
usable while being only partially visible. I also added two addition
modes for a vim like expierence with view, insert and replace mode
instead of default replace mode, but only added the new behavior into
the x11 demo so far.
All platform and renderbackend independent examples are now optional
demos for all platforms in `demo/`. Moving some demos from `example/`
provides an easier way to test GUI concepts for users and simplifies
maintenance.
All modifed state changed by the demo rendering functions is now set
to default values after being called. I tried to save and restore all
relavent state but for some reason function glBlendEquationSeperate
is not defined for me. So I decided to make it as easy as possible
for me and just set everything to default. This means you have to
either save and restore or reset your own OpenGL state after calling
`nk_xxx_render`. I know it is not perfect but I have no better
solution at this point in time.
Text manipulation in SDL1.2 is quite a pain to say the least. But
since this demo is already quite limited in some aspects I think it
is fine to just get things running. That being said if used seriously
then text input still needs some work.