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@ -30,72 +30,6 @@ HOW TO UPDATE? |
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and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. |
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- Please report any issue! |
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DOCKING+MULTI-VIEWPORT BRANCH (In Progress) |
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DOCKING FEATURES |
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(see https://github.com/ocornut/imgui/wiki/Docking for quick intro) |
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- Added Docking system: [BETA] (#2109, #351) |
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- Added ImGuiConfigFlags_DockingEnable flag to enable Docking. |
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Set with `io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;`. |
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- Added DockSpace(), DockSpaceOverViewport() API. |
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- Added ImGuiDockNodeFlags flags for DockSpace(). |
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- Added SetNextWindowDockID(), SetNextWindowClass() API. |
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- Added GetWindowDockID(), IsWindowDocked() API. |
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- Added ImGuiWindowFlags_NoDocking window flag to disable the possibility for a window to be docked. |
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Popup, Menu and Child windows always have the ImGuiWindowFlags_NoDocking flag set. |
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- Added ImGuiWindowClass to specify advanced docking/viewport related flags via SetNextWindowClass(). |
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- Added io.ConfigDockingNoSplit option. |
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- Added io.ConfigDockingWithShift option. |
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- Added io.ConfigDockingAlwaysTabBar option. |
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- Added io.ConfigDockingTransparentPayload option. |
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- Style: Added ImGuiCol_DockingPreview, ImGuiCol_DockingEmptyBg colors. |
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- Demo: Added "DockSpace" example app showcasing use of explicit dockspace nodes. |
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MULTI-VIEWPORT FEATURES |
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(see https://github.com/ocornut/imgui/wiki/Multi-Viewports for quick intro) |
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Breaking Changes: |
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- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable), |
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all coordinates/positions will be in your natural OS coordinates space. It means that: |
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- Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore. |
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Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos). |
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- Likewise io.MousePos and GetMousePos() will use OS coordinates. |
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If you query mouse positions to interact with non-imgui coordinates you will need to offset them. |
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e.g. subtract GetWindowViewport()->Pos. |
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- IO: Removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were marked obsoleted, used to clip within the (0,0)..(DisplaySize) range). |
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Other changes: |
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(FIXME: This need a fuller explanation!) |
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- Added ImGuiPlatformIO structure and GetPlatformIO(). |
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- Similarly to ImGuiIO and GetIO(), this structure is the main point of communication for backends supporting multi-viewports. |
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- Backend sets functions in ImGuiPlatformIO to manipulate platform windows. |
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- ImGuiPlatformIO::Monitors is a list of platform monitors (input from backend) |
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- ImGuiPlatformIO::Viewports is a list of viewports (output from dear imgui) |
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- Added ImGuiPlatformMonitor to feed OS monitor information in the ImGuiPlatformIO::Monitors. |
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- Added GetWindowViewport(), SetNextWindowViewport(). |
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- Added GetWindowDpiScale(). |
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- Added GetOverlayDrawList(ImGuiViewport* viewport). |
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The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport. |
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- Added UpdatePlatformWindows(), RenderPlatformWindowsDefault(), DestroyPlatformWindows() for usage in application setup. |
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- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by backends. |
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- Added ImGuiConfigFlags_ViewportsEnable configuration flag and other viewport options. |
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- Added io.ConfigViewportsNoAutoMerge option. |
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- Added io.ConfigViewportsNoTaskBarIcon option. |
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- Added io.ConfigViewportsNoDecoration option. |
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- Added io.ConfigViewportsNoDefaultParent option. |
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- Added ImGuiBackendFlags_PlatformHasViewports, ImGuiBackendFlags_RendererHasViewports, ImGuiBackendFlags_HasMouseHoveredViewport backend flags. |
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- Added io.AddMouseViewportEvent() (optional _even_ for multi-viewport support, tied to ImGuiBackendFlags_HasMouseHoveredViewport flag). |
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- Expanded ImGuiViewport structure, ImGuiViewportFlags flags. |
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- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end. |
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- Examples: Renderer: OpenGL2, OpenGL3, DirectX9, DirectX10, DirectX11, DirectX12, Vulkan: Added support for multi-viewports. |
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- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports. |
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Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117. |
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----------------------------------------------------------------------- |
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VERSION 1.89.8 WIP (In Progress) |
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