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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_vulkan.cpp # imgui_widgets.cpp
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@@ -52,10 +52,26 @@ Other changes:
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codepath that preserve last contents size when collapsed, resulting in
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programmatically uncollapsing auto-sizing windows having them flicker size
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for a frame. (#7691) [@achabense]
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- Windows: loosened code to allow hovering of resize grips, borders, and table
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borders while hovering a sibling child window, so that the code in master matches
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one in docking (they accidentally diverged). (#8554)
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- TreeNode: added flags to draw tree hierarchy outlines linking parent
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and tree nodes: (#2920)
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- ImGuiTreeNodeFlags_DrawLinesNone: No lines drawn.
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- ImGuiTreeNodeFlags_DrawLinesFull: Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents.
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- ImGuiTreeNodeFlags_DrawLinesToNodes: Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node.
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- Added style.TreeLinesFlags which stores the default setting,
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which may be overriden in individual TreeNode() calls.
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- Added style.TreeLinesSize (default to 1.0f).
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- Added ImGuiCol_TreeLines (in default style this is the same as ImGuiCol_Border).
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- The feature adds a little cost as extra data needs to be stored.
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- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
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CTRL+Tab windowing + pressing a keyboard key. (#8525)
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- Error Handling: added better error report and recovery for extraneous
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EndPopup() call. (#1651, #8499)
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- Fonts: word-wrapping code handle ideographic comma & full stop (U+3001, U+3002). (#8540)
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- Fonts: fixed CalcWordWrapPositionA() fallback when width is too small to wrap:
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would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540)
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- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
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the InputText cursor/caret. (#7031)
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- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
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@@ -63,6 +79,11 @@ Other changes:
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regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
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- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
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memory ownership change. (#8530, #7801) [@Green-Sky]
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- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
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were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode]
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- Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's
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pColorAttachmentFormats buffer when set, in order to reduce common user-error of
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specifying a pointer to data that gets out of scope. (#8282)
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Docking+Viewports Branch:
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@@ -581,7 +602,7 @@ Other changes:
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- Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling
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of cursor visibility (mouse click hide the cursor, arrow keys makes it visible).
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- Set io.ConfigNavCursorVisibleAlways to keep cursor always visible.
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- Nav: added NavSetCursorVisible(bool visible) function to manipulate visibility of
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- Nav: added SetNavCursorVisible(bool visible) function to manipulate visibility of
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navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059)
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- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
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how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
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@@ -58,7 +58,7 @@ Allegro 5 example. <BR>
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Android + OpenGL3 (ES) example. <BR>
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= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
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[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
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[example_apple_metal/](https://github.com/ocornut/imgui/tree/master/examples/example_apple_metal/) <BR>
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OSX & iOS + Metal example. <BR>
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= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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