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Version 1.87

pull/4995/head v1.87
ocornut 3 years ago
parent
commit
c71a50deb5
  1. 46
      docs/CHANGELOG.txt
  2. 2
      imgui.cpp
  3. 6
      imgui.h
  4. 2
      imgui_demo.cpp
  5. 2
      imgui_draw.cpp
  6. 2
      imgui_internal.h
  7. 2
      imgui_tables.cpp
  8. 2
      imgui_widgets.cpp

46
docs/CHANGELOG.txt

@ -32,14 +32,16 @@ HOW TO UPDATE?
-----------------------------------------------------------------------
VERSION 1.87 WIP (In Progress)
VERSION 1.87 (Released 2022-02-07)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.87
Breaking Changes:
- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut]
- Added io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions,
- Added io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions,
obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc.
- This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
@ -70,10 +72,9 @@ Breaking Changes:
so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512.
- This will enable a few things in the future:
- Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult
to share code using keyboard accross project because of this gap. (#2625, #3724)
to share code using keyboard across project because of this gap. (#2625, #3724)
- Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
- io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383)
- io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959)
- io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959)
- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787)
- Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with
io.AddKeyEvent(), io.AddKeyAnalogEvent().
@ -110,7 +111,8 @@ Other Changes:
handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
- New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent().
- New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
- Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd.
- IO: Unified key enums allow using key functions on key mods and gamepad values.
- Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd.
- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,
which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]
@ -128,30 +130,30 @@ Other Changes:
- Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu]
- Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window.
- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every
We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of
other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
- Backends: GLFW: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
- Backends: GLFW: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
- Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() functions. (#4921)
- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
- Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing
callbacks after iniitializing backend. (#4981)
- Backends: Win32: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
- Backends: Win32: Submit keys and key mods using io.AddKeyEvent(). (#2625, #4921)
- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
- Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
- Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
- Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625)
- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
- Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
- Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
- Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
- Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921)
- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921)
- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups]
@ -164,7 +166,7 @@ Other Changes:
- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
can theorically be created by user code manipulating a ImDrawList. (#4857)
can theoretically be created by user code manipulating a ImDrawList. (#4857)
- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
- Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy]
- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
@ -175,6 +177,8 @@ Other Changes:
VERSION 1.86 (Released 2021-12-22)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.86
Breaking Changes:
- Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges.
@ -271,6 +275,8 @@ Other Changes:
VERSION 1.85 (Released 2021-10-12)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.85
This is the last release officially supporting C++03 and Visual Studio 2008/2010. (#4537)
We expect that the next release will require a subset of the C++11 language (VS 2012~, GCC 4.8.1, Clang 3.3).
We may use some C++11 language features but we will not use any C++ library headers.

2
imgui.cpp

@ -1,4 +1,4 @@
// dear imgui, v1.87 WIP
// dear imgui, v1.87
// (main code and documentation)
// Help:

6
imgui.h

@ -1,4 +1,4 @@
// dear imgui, v1.87 WIP
// dear imgui, v1.87
// (headers)
// Help:
@ -64,8 +64,8 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.87 WIP"
#define IMGUI_VERSION_NUM 18616
#define IMGUI_VERSION "1.87"
#define IMGUI_VERSION_NUM 18700
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE

2
imgui_demo.cpp

@ -1,4 +1,4 @@
// dear imgui, v1.87 WIP
// dear imgui, v1.87
// (demo code)
// Help:

2
imgui_draw.cpp

@ -1,4 +1,4 @@
// dear imgui, v1.87 WIP
// dear imgui, v1.87
// (drawing and font code)
/*

2
imgui_internal.h

@ -1,4 +1,4 @@
// dear imgui, v1.87 WIP
// dear imgui, v1.87
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!

2
imgui_tables.cpp

@ -1,4 +1,4 @@
// dear imgui, v1.87 WIP
// dear imgui, v1.87
// (tables and columns code)
/*

2
imgui_widgets.cpp

@ -1,4 +1,4 @@
// dear imgui, v1.87 WIP
// dear imgui, v1.87
// (widgets code)
/*

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