TODO, Readme
(dropped TreeNode_NoIndent flag from todo, as it feels unnecessary)
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@ -95,6 +95,7 @@ Other Changes:
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XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
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the later may be problematic if compiling with recent Windows SDK and you want your app to run
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on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
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- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
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- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
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- Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
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settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
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@ -113,8 +113,8 @@ Officially maintained bindings (in repository):
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- Frameworks: Emscripten, Allegro5, Marmalade.
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Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
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- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Irrlicht, Ogre, OpenFrameworks, OSG/OpenSceneGraph, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
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- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol, Unreal Engine 4, vtk, Win32 GDI.
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- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
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Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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@ -218,21 +218,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
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- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
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- text: selectable text (for copy) as a generic feature (ItemFlags?)
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- text: proper alignment options in imgui_internal.h
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- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
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- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
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- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
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- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
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- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width
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- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
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- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
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- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
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- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
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- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
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- tree node: leaf/non-leaf highlight mismatch.
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- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
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- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
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- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
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@ -281,6 +271,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- pie menus patterns (#434)
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- markup: simple markup language for color change? (#902)
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- text: selectable text (for copy) as a generic feature (ItemFlags?)
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- text: proper alignment options in imgui_internal.h
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- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
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- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
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- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
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- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
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- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
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- text/wrapped: custom separator for text wrapping. (#3002)
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- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
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- font: arbitrary line spacing. (#2945)
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- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
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- font: free the Alpha buffer if user only requested RGBA.
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!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
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@ -312,8 +313,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
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! nav: never clear NavId on some setup (e.g. gamepad centric)
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- nav: restore NavId on reappearing non-child window.
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- nav: code to focus child-window on restoring NavId appears to have issue (to investigate)
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- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
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- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
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- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
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- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
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@ -321,20 +321,21 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- nav: patterns to make it possible for arrows key to update selection
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- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
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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: ESC within a menu of a child window seems to exit the child window.
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- nav: NavFlattened: ESC on a flattened child should select something.
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- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
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- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
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- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
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- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
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- nav/treenode: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
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- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
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- nav/menus: allow pressing Menu to leave a sub-menu.
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- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
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- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
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- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
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- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
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- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
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- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
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- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
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- nav: simulate right-click or context activation? (SHIFT+F10)
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- nav: tabs should go through most/all widgets (in submission order?).
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- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
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- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
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- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
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- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
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@ -131,22 +131,18 @@ Third-party framework, graphics API and languages bindings are listed at:
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https://github.com/ocornut/imgui/wiki/Bindings
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Languages:
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C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Nim,
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Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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Including backends for:
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Frameworks:
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Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker Studio,
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GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx, LÖVE+LUA,
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Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine 4, vtk...
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Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc.
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AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium,
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GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib,
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Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol,
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Unreal Engine 4, vtk, Win32 GDI, etc.
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Not sure which to use?
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Recommended platform/frameworks:
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GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
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SDL2 https://www.libsdl.org Use imgui_impl_sdl.cp
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SDL2 https://www.libsdl.org Use imgui_impl_sdl.cpp
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Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
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Those will allow you to create portable applications and will solve and abstract away many issues.
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@ -1664,7 +1664,7 @@ namespace ImGui
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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IMGUI_API void MarkItemEdited(ImGuiID id);
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IMGUI_API void PushOverrideID(ImGuiID id);
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IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
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// Basic Helpers for widget code
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IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
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