Changelog: Added all change infos since 1.53 up to the current version.

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omar 2018-02-25 14:14:17 +01:00
parent 133f06d658
commit bd267ad739
2 changed files with 122 additions and 5 deletions

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@ -4,7 +4,7 @@ CHANGELOG
----------------------------------------------------------------------- -----------------------------------------------------------------------
This document holds the programmer changelog that we also use in release notes. This document holds the programmer changelog that we also use in release notes.
We generally fold multiple commits pertaining to the same topic as a single entry and simplify a few things. We generally fold multiple commits pertaining to the same topic as a single entry, and simplify various things.
Release notes: (with links and screenshots) Release notes: (with links and screenshots)
https://github.com/ocornut/imgui/releases https://github.com/ocornut/imgui/releases
@ -39,7 +39,124 @@ HOW TO UPDATE?
VERSION 1.60 WIP (Latest, currently in development) VERSION 1.60 WIP (Latest, currently in development)
<IN PROGRESS> The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitely.
Various internal refactors have also been done, as part of the navigation work and as part of the upcoing viewport/docking work.
Breaking Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- Reorganized context handling to be more explicit,
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
- Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
Other Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
- Navigation: merged in the gamepad/keyboard navigation (about one million changes!). (#787, #323)
The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- To use Keyboard Navigation:
- Set io.NavFlags |= ImGuiNavFlags_EnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
- When keyboard navigation is active (io.NavActive + NavFlags_EnableKeyboard), the io.WantCaptureKeyboard flag will be set.
For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
- To use Gamepad Navigation:
- Set io.NavFlags |= ImGuiNavFlags_EnableGamepad to enable. Fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping.
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787)
- Navigation: Added window flags: ImGuiWindowFlags_NoNav (ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787)
- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
- Navigation: IO: Added io.NavFlags (input), io.NavActive (output), io.NavVisible (output). (#787)
- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565)
YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it.
- Context: Removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions() and shared by all contexts. (#1565, #586, #992, #1007, #1558)
- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it.
- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing.
- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (ref #1381, #1337)
- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
- Window: Added SetNextWindowBgAlpha() helper. Particularly helpul since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
- Window: CloseButton: Fixed cross positioning being a little off.
- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541)
- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
- Style: Enable window border by default. (#707)
- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
- Popup: OpenPopup() Always reopen existing popup. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533)
- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time.
- Tooltip: BeginTooltip() sets NoInputs flag.
- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574)
- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!).
- Columns: Clear offsets data when columns count changed. (#1525)
- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted]
- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable).
- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581)
- Drag and Drop: Increased payload type string to 12 characters instead of 8. (#143)
- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
- ImDrawList: Fixed AddRect() with antialiasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
- Misc: Functions passed to libc qsort are explicitely marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
- Misc: ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later.
- Misc: Exposed IM_OFFSETOF() helper in imgui.h.
- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53.
- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualizer imgui internal types. Added to examples projects.
- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
- Fonts: Moved extra_fonts/ to misc/fonts/.
- Demo: Improved Selectable() examples. (#1528)
- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed.
- Examples: Using Dark theme by default. (#707). Tweaked demo code.
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463)
- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3]
- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version to 150 (#1466, #1504).
- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.
- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict bindings. (#1628) [@ilia-glushchenko]
- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495)
- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis]
- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565)
- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495)
- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls]
- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559)
- Examples: SDL: Enabled vsync by default so people don't come at us with demoes running at 2000 FPS burning a cpu core.
- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle framerate over 1000 FPS properly. (#996)
- Examples: SDL: Using scancode exclusively instead of a confusing mixture of scancodes and keycodes.
- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard.
- Examples: Vulkan: Visual Studio: Added .vcxproj file.
- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.]
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
- Internals: Lots of refactoring!
- Various minor fixes, tweaks, optimizations, comments.
----------------------------------------------------------------------- -----------------------------------------------------------------------
@ -72,13 +189,13 @@ Other Changes:
- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427) - Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427)
- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows. - Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows.
- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`. - Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`.
- DragDrop: Added Beta API to easily use drag and drop patterns between imgui widgets. - Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets.
- Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions. - Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions.
- Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`. - Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`.
- See ImGuiDragDropFlags for various options. - See ImGuiDragDropFlags for various options.
- The ColorEdit4() and ColorButton() widgets now support Drag and Drop. - The ColorEdit4() and ColorButton() widgets now support Drag and Drop.
- The API is tagged as Beta as it still may be subject to small changes. - The API is tagged as Beta as it still may be subject to small changes.
- DragDrop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds. - Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds.
- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650) - Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650)
- Style: Added StyleColorsDark() style. (#707) [@dougbinks] - Style: Added StyleColorsDark() style. (#707) [@dougbinks]
- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707) - Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707)

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@ -250,7 +250,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details. Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is really usable in typical conditions at the moment. - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- 2018/02/07 (1.60) - reorganized context handling to be more explicit, - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.