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Merge branch 'master' into docking (incl revert of examples refactor)
# Conflicts: # backends/imgui_impl_glfw.cpp # backends/imgui_impl_sdl.cpp # examples/example_glfw_opengl2/main.cpp # examples/example_glfw_opengl3/main.cpp # examples/example_glfw_vulkan/main.cpp # examples/example_sdl_directx11/main.cpp # examples/example_sdl_opengl2/main.cpp # examples/example_sdl_opengl3/main.cpp # examples/example_sdl_vulkan/main.cpp # examples/example_win32_directx10/main.cpp # examples/example_win32_directx11/main.cpp # examples/example_win32_directx12/main.cpp # examples/example_win32_directx9/main.cpp
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@@ -102,40 +102,32 @@ Other changes:
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VERSION 1.89.3 (In Progress)
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-----------------------------------------------------------------------
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Breaking changes:
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All changes:
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- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent
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accross backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups]
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- Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down.
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- Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right.
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- Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and
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offer consistent horizontal scrolling direction. (#4019)
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- Backends: SDL: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and
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offer consistent horizontal scrolling direction. (#4019)
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Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right.
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- Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019)
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- Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463)
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(whereaas on OSX machines Shift+WheelY turns into WheelX at the OS level).
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- If you use a custom-backend, you should verify that:
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- Wheel up (*) emit wheel_y > 0.0f values and scrolls up.
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- Wheel down (*) emit wheel_y < 0.0f values and scrolls down.
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- Wheel left (*) or mod+wheel up emit wheel_x > 0.0f values and scroll Left.
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- Wheel right (*) or mod+wheel down emits wheel_x < 0.0f values and scroll Right.
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- (*) both axises flipped on OSX for mouse and touchpad when 'Natural Scrolling' is on.
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- (*) both axises flipped On Windows for touchpad only when 'Settings->Touchpad->Down motion scrolls up' is set.
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- If you use a custom-backend, you should verify horizontal wheel direction.
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- Axises are flipped by OSX for mouse & touchpad when 'Natural Scrolling' is on.
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- Axises are flipped by Windows for touchpad when 'Settings->Touchpad->Down motion scrolls up' is on.
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- You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui.
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- Known issues remaining with Emscripten:
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- The magnitude of wheeling values on Emscripten setups is still not great. (#6096)
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- The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096)
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- When running the Emscripten app on a Mac with a mouse, SHIFT+WheelY doesn't turn into WheelX.
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This is because we don't know that we are running on Mac and apply our own Shift+swapping
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on top of OSX' own swapping, so wheel axises are swapped twice. Emscripten apps may need
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to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way
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let us know!), or offer the "OSX-style behavior" option to their user.
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All changes:
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- Window: Avoid rendering shapes for hidden resize grips.
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- Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572)
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The previous limit was due to using 64-bit integers but we moved to bits-array
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and tweaked the system enough to ensure no performance loss.
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- Tables: Solved an ID conflict issue with multiple-instances of a same table,
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due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc]
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- Text: Fixed layouting of wrapped-text block skipping successive empty lines,
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regression from the fix in 1.89.2. (#5720, #5919)
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- Text: Fixed clipping of single-character "..." ellipsis (U+2026 or U+0085) when font
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@@ -156,22 +148,30 @@ All changes:
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can exacerbate that. (#6114, #3644)
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- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with
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hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
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- Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and
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offer consistent horizontal scrolling direction. (#4019)
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- Backends: SDL: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and
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offer consistent horizontal scrolling direction. (#4019)
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- Backends: SDL: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
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- Backends: SDL: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data
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for smooth scrolling as reported by SDL. (#4019, #6096)
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- Backend: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation).
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- Backends: SDL: Avoid calling SDL_SetCursor() when cursor has not changed, as the function
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is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113)
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- Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate
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scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity]
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- Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend
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to chain callbacks even for secondary viewports/windows. User callbacks may need to test
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the 'window' parameter. (#6142)
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- Backends: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation).
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(#6117, #4116, #3632) [@tonygrue, @bfierz]
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- Examples: refactord all examples to use a "MainLoopStep()" function. This is in order
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to be able to trivially make some compile with Emscripten. (#2492, #3699)
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While not all examples are expected to compile on Emscripten, we try to keep all of them
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as close as possible to each others.
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- Examples: Emscripten: The main SDL+GL and GLFW+GL examples now supports Emscripten.
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(the dedicated example_emscripten_opengl3/ has been removed) (#2492, #2494, #3699, #3705)
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- Examples: refactored SDL+GL and GLFW+GL examples to compile with Emscripten.
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(#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble]
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The dedicated example_emscripten_opengl3/ has been removed.
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- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
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DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
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when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]
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- Examples: SDL+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a
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Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
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Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
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Docking+Viewports Branch:
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