mirror of https://github.com/ocornut/imgui
Backends: SDL_Renderer2: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp' (#6286)
This commit is contained in:
parent
216ae7db52
commit
88e7d773df
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@ -1,12 +1,11 @@
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// dear imgui: Renderer Backend for SDL_Renderer
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// dear imgui: Renderer Backend for SDL_Renderer for SDL2
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// (Requires: SDL 2.0.17+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL.
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// Note how SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
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// be difficult to step out of those boundaries.
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// However, we understand it is a convenient choice to get an app started easily.
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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@ -17,6 +16,7 @@
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
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// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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@ -24,7 +24,7 @@
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// 2021-09-21: Initial version.
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#include "imgui.h"
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#include "imgui_impl_sdlrenderer.h"
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#include "imgui_impl_sdlrenderer2.h"
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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@ -68,7 +68,7 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlrenderer";
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io.BackendRendererName = "imgui_impl_sdlrenderer2";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->SDLRenderer = renderer;
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@ -1,12 +1,11 @@
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// dear imgui: Renderer Backend for SDL_Renderer
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// dear imgui: Renderer Backend for SDL_Renderer for SDL2
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// (Requires: SDL 2.0.17+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL.
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// Note how SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
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// be difficult to step out of those boundaries.
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// However, we understand it is a convenient choice to get an app started easily.
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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@ -76,7 +76,7 @@ List of Renderer Backends:
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imgui_impl_metal.mm ; Metal (with ObjC)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
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imgui_impl_sdlrenderer2.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_wgpu.cpp ; WebGPU
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@ -45,6 +45,8 @@ Breaking changes:
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- ListBoxHeader() -> use BeginListBox()
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- ListBoxFooter() -> use EndListBox()
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- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
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- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
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in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
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- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
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It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]
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@ -171,11 +171,10 @@ This uses more modern GL calls and custom shaders. <BR>
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This support building with Emscripten and targetting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_sdl2_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
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[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
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This requires SDL 2.0.18+ (released November 2021) <BR>
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We do not really recommend using SDL_Renderer as it is a rather primitive API.
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[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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@ -14,11 +14,11 @@
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#CXX = g++
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#CXX = clang++
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EXE = example_sdl2_sdlrenderer
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EXE = example_sdl2_sdlrenderer2
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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@ -5,21 +5,21 @@
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```
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set SDL2_DIR=path_to_your_sdl2_folder
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
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# or for 64-bit:
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
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cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
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```
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- On Linux and similar Unixes
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```
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c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
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c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
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```
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- On Mac OS X
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```
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brew install sdl2
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c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
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c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
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```
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@ -2,7 +2,7 @@
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@set OUT_DIR=Debug
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@set OUT_EXE=example_sdl2_sdlrenderer_
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@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp
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@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
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@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
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mkdir %OUT_DIR%
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cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
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@ -20,8 +20,9 @@
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
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<RootNamespace>example_sdl2_sdlrenderer</RootNamespace>
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<RootNamespace>example_sdl2_sdlrenderer2</RootNamespace>
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<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
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<ProjectName>example_sdl2_sdlrenderer2</ProjectName>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ClCompile Include="..\..\imgui_tables.cpp" />
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<ClCompile Include="..\..\imgui_widgets.cpp" />
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<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
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<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp" />
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<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\imgui_internal.h" />
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<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
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<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h" />
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<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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</Project>
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<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp">
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<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ClInclude Include="..\..\imgui_internal.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h">
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<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h">
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<Filter>sources</Filter>
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</ClInclude>
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<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
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<Filter>imgui</Filter>
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</None>
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</ItemGroup>
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</Project>
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</Project>
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@ -9,7 +9,7 @@
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_sdlrenderer.h"
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#include "imgui_impl_sdlrenderer2.h"
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#include <stdio.h>
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#include <SDL.h>
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer", "example_sdl2_sdlrenderer\example_sdl2_sdlrenderer.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
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{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|Win32.Build.0 = Release|Win32
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{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.ActiveCfg = Release|x64
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{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.Build.0 = Release|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.ActiveCfg = Debug|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.Build.0 = Debug|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.ActiveCfg = Debug|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.Build.0 = Debug|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.ActiveCfg = Release|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
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{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.ActiveCfg = Debug|Win32
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{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.Build.0 = Debug|Win32
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{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|x64.ActiveCfg = Debug|x64
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@ -141,6 +133,14 @@ Global
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{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.Build.0 = Release|Win32
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{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.ActiveCfg = Release|x64
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{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.Build.0 = Release|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.ActiveCfg = Debug|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.Build.0 = Debug|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.ActiveCfg = Debug|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.Build.0 = Debug|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.ActiveCfg = Release|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
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{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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@ -397,11 +397,11 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2023/05/22 (1.86.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
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- 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
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- 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
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- ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
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- ListBoxFooter() -> use EndListBox()
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- 2023/05/15 (1.86.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
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- 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
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- 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
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- 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
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- ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp
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Reference in New Issue