TODO list update + Changelog and comments for #1803.
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@ -74,7 +74,8 @@ Other Changes:
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- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application.
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- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application.
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- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
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- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
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- Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
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- Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
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- Examples: DirectX 9 : Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
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- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
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- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
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- Various minor fixes, tweaks, refactoring, comments.
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- Various minor fixes, tweaks, refactoring, comments.
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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14
TODO.txt
14
TODO.txt
@ -36,8 +36,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
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- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
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- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
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- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
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- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
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- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
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- drawlist: would be good to be able to deep copy a draw list (ImVector= op?).
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- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
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- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
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- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
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- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
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- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
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- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
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- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
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- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
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@ -51,6 +52,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- widgets: add always-allow-overlap mode.
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- widgets: add always-allow-overlap mode.
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- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
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- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
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- widgets: activate by identifier (trigger button, focus given id)
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- widgets: activate by identifier (trigger button, focus given id)
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- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
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- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
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- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
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- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
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- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
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@ -131,6 +133,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
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- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
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- slider: precision dragging
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- slider: precision dragging
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- slider: step option (#1183)
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- slider: step option (#1183)
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- slider style: fill % of the bar instead of positioning a drag.
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- knob: rotating knob widget (#942)
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- knob: rotating knob widget (#942)
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- slider & drag: int data passing through a float
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- slider & drag: int data passing through a float
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- drag float: up/down axis
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- drag float: up/down axis
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@ -239,6 +242,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- font: fix AddRemapChar() to work before font has been built.
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- font: fix AddRemapChar() to work before font has been built.
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- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
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- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
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- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.)
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- nav: patterns to make it possible for arrows key to update selection
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- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
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- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
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- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
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- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
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- nav: ESC on a flattened child
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- nav: ESC on a flattened child
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@ -270,15 +275,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
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- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
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- web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
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- web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
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- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- remote: make a system like RemoteImGui first-class citizen/project (#75)
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- remote: make a system like RemoteImGui first-class citizen/project (#75)
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- demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
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- demo: add drag and drop demo.
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- demo: add vertical separator demo
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- demo: add vertical separator demo
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- demo: add virtual scrolling example?
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- demo: add virtual scrolling example?
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- examples: directx9: save/restore device state more thoroughly.
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- demo: demonstration Plot offset
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- examples: window minimize, maximize (#583)
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- examples: window minimize, maximize (#583)
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- examples: provide a zero-framerate/idle example.
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- examples: provide a zero-framerate/idle example.
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- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // the problem is that DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
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- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
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- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
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- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
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- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
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- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
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- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
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- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
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@ -21,6 +21,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself.
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@ -136,9 +137,9 @@ void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data)
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static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
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static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
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{
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{
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if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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g_ClipboardTextData = SDL_GetClipboardText();
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g_ClipboardTextData = SDL_GetClipboardText();
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return g_ClipboardTextData;
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return g_ClipboardTextData;
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}
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}
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@ -289,8 +290,9 @@ void ImGui_ImplSdlGL2_Shutdown()
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SDL_FreeCursor(g_MouseCursors[cursor_n]);
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SDL_FreeCursor(g_MouseCursors[cursor_n]);
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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// Remove previously allocated clipboard text data
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// Destroy last known clipboard data
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if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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// Destroy OpenGL objects
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// Destroy OpenGL objects
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ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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ImGui_ImplSdlGL2_InvalidateDeviceObjects();
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@ -14,6 +14,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
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// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
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@ -184,9 +185,9 @@ void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
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static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
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static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
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{
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{
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if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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g_ClipboardTextData = SDL_GetClipboardText();
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g_ClipboardTextData = SDL_GetClipboardText();
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return g_ClipboardTextData;
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return g_ClipboardTextData;
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}
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}
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@ -422,8 +423,9 @@ void ImGui_ImplSdlGL3_Shutdown()
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SDL_FreeCursor(g_MouseCursors[cursor_n]);
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SDL_FreeCursor(g_MouseCursors[cursor_n]);
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
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// Remove previously allocated clipboard text data
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// Destroy last known clipboard data
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if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
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if (g_ClipboardTextData)
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SDL_free(g_ClipboardTextData);
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// Destroy OpenGL objects
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// Destroy OpenGL objects
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ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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ImGui_ImplSdlGL3_InvalidateDeviceObjects();
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