Version 1.82
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@ -32,9 +32,11 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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VERSION 1.82 WIP (In Progresss)
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VERSION 1.82 (Released 2021-02-15)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.82
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Breaking Changes:
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- Removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
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@ -75,9 +77,9 @@ Breaking Changes:
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Other Changes:
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- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) at the time a new window appears. (#3865) [@nem0]
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- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
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area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
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- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) [@nem0]
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- Nav: Various fixes for losing gamepad/keyboard navigation reference point when a window reappears or
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when it appears while gamepad/keyboard are not being used. (#787)
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- Drags: Fixed crash when using DragScalar() directly (not via common wrapper like DragFloat() etc.)
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@ -93,20 +95,20 @@ Other Changes:
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This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
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- Drag and Drop: can use BeginDragDropSource() for other than the left mouse button as long as the item
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has an ID (for ID-less items will add new functionalities later). (#1637, #3885)
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- Added GetAllocatorFunctions() to facilitate sharing allocators accross DLL boundaries. (#3836)
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- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
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This can currently only ever be set by the Freetype renderer.
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- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
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This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
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- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tesselate.
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The adapative tesselation uses look up tables, tends to be faster than old PathArcTo() while maintaining
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quality for large arcs (tesselation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
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- ImDrawList: PathArcToFast() also adaptively tesselate efficiently. This means that large rounded corners
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- ImDrawList: PathArcTo() now supports "int num_segments = 0" (new default) and adaptively tessellate.
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The adaptive tessellation uses look up tables, tends to be faster than old PathArcTo() while maintaining
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quality for large arcs (tessellation quality derived from "style.CircleTessellationMaxError") (#3491) [@thedmd]
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- ImDrawList: PathArcToFast() also adaptively tessellate efficiently. This means that large rounded corners
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in e.g. hi-dpi settings will generally look better. (#3491) [@thedmd]
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- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
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with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
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- Misc: Added GetAllocatorFunctions() to facilitate sharing allocators across DLL boundaries. (#3836)
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- Misc: Added 'debuggers/imgui.gdb' and 'debuggers/imgui.natstepfilter' (along with existing 'imgui.natvis')
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scriptss to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
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scripts to configure popular debuggers into skipping trivial functions when using StepInto. [@rokups]
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- Backends: Android: Added native Android backend. (#3446) [@duddel]
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- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
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alpha compositing and transparent windows. (#2766, #3447 etc.).
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@ -116,7 +118,7 @@ Other Changes:
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
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- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
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- Examples: Android: Added Android + GL ES2 example. (#3446) [@duddel]
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- Examples: Android: Added Android + GL ES3 example. (#3446) [@duddel]
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- Examples: Reworked setup of clear color to be compatible with transparent values.
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- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
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scheduled builds builds are not required. [@rokups]
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@ -127,6 +129,8 @@ Other Changes:
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VERSION 1.81 (Released 2021-02-10)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.81
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Breaking Changes:
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- ListBox helpers:
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@ -1,4 +1,4 @@
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// dear imgui, v1.82 WIP
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// dear imgui, v1.82
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// (main code and documentation)
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// Help:
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6
imgui.h
6
imgui.h
@ -1,4 +1,4 @@
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// dear imgui, v1.82 WIP
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// dear imgui, v1.82
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// (headers)
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// Help:
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@ -60,8 +60,8 @@ Index of this file:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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#define IMGUI_VERSION "1.82 WIP"
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#define IMGUI_VERSION_NUM 18104
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#define IMGUI_VERSION "1.82"
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#define IMGUI_VERSION_NUM 18200
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -1,4 +1,4 @@
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// dear imgui, v1.82 WIP
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// dear imgui, v1.82
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// (demo code)
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// Help:
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// dear imgui, v1.82 WIP
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// dear imgui, v1.82
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// (drawing and font code)
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/*
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@ -1,4 +1,4 @@
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// dear imgui, v1.82 WIP
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// dear imgui, v1.82
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// (internal structures/api)
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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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// dear imgui, v1.82 WIP
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// dear imgui, v1.82
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// (tables and columns code)
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/*
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@ -166,7 +166,7 @@ Index of this file:
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// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output.
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// - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.).
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//
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// [A] [B] [C]
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// [A] [B] [C]
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// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height.
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// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output.
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// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way.
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@ -635,7 +635,7 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I
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{
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IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used.
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}
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// Resize
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if ((table->Flags & ImGuiTableFlags_Resizable) == 0)
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flags |= ImGuiTableColumnFlags_NoResize;
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@ -808,7 +808,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
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// Apply same widths policy
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float width_auto = column->WidthAuto;
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if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable))
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width_auto = fixed_max_width_auto;
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width_auto = fixed_max_width_auto;
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// Apply automatic width
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// Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)
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// dear imgui, v1.82 WIP
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// dear imgui, v1.82
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// (widgets code)
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/*
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