Merge branch 'master' into docking

# Conflicts:
#	docs/CHANGELOG.txt
This commit is contained in:
ocornut 2023-02-14 16:01:11 +01:00
commit 192196711a
10 changed files with 97 additions and 59 deletions

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@ -685,7 +685,13 @@ static int parse_version(void)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major < 3)
if (version.major == 0 && version.minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
const char* gl_version = (const char*)glGetString(GL_VERSION);
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
}
if (version.major < 2)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
@ -709,7 +715,7 @@ int imgl3wInit2(GL3WGetProcAddressProc proc)
int imgl3wIsSupported(int major, int minor)
{
if (major < 3)
if (major < 2)
return 0;
if (version.major == major)
return version.minor >= minor;

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@ -99,29 +99,39 @@ Other changes:
-----------------------------------------------------------------------
VERSION 1.89.3 (In Progress)
VERSION 1.89.3 (Released 2023-02-14)
-----------------------------------------------------------------------
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.3
Breaking Changes:
- Backends+Examples: SDL2: renamed all unnumbered references to "sdl" to "sdl2".
This is in prevision for the future release of SDL3 (#6146)
This is in prevision for the future release of SDL3 and its associated backend. (#6146)
- imgui_impl_sdl.cpp -> imgui_impl_sdl2.cpp
- imgui_impl_sdl.h -> imgui_impl_sdl2.h
- example_sdl_xxxx/ -> example_sdl2_xxxx/ (folders and projects)
All changes:
- SeparatorText(): Added SeparatorText() widget. (#1643) [@phed, @ocornut]
- Added to style: float SeparatorTextBorderSize.
- Added to style: ImVec2 SeparatorTextAlign, SeparatorTextPadding.
- Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572)
The previous limit was due to using 64-bit integers but we moved to bits-array
and tweaked the system enough to ensure no performance loss.
- Tables: Solved an ID conflict issue with multiple-instances of a same table,
due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc]
- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent
accross backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups]
across backends/os. (#4019, #6096, #1463) [@PathogenDavid, @ocornut, @rokups]
- Clarified that 'wheel_y > 0.0f' scrolls Up, 'wheel_y > 0.0f' scrolls Down.
Clarified that 'wheel_x > 0.0f' scrolls Left, 'wheel_x > 0.0f' scrolls Right.
- Backends: Fixed horizontal scroll direction for Win32 and SDL backends. (#4019)
- Shift+WheelY support on non-OSX machines was already correct. (#2424, #1463)
(whereaas on OSX machines Shift+WheelY turns into WheelX at the OS level).
- If you use a custom-backend, you should verify horizontal wheel direction.
- Axises are flipped by OSX for mouse & touchpad when 'Natural Scrolling' is on.
- Axises are flipped by Windows for touchpad when 'Settings->Touchpad->Down motion scrolls up' is on.
(whereas on OSX machines Shift+WheelY turns into WheelX at the OS level).
- If you use a custom backend, you should verify horizontal wheel direction.
- Axises are flipped by OSX for mouse & touch-pad when 'Natural Scrolling' is on.
- Axises are flipped by Windows for touch-pad when 'Settings->Touchpad->Down motion scrolls up' is on.
- You can use 'Demo->Tools->Debug Log->IO" to visualize values submitted to Dear ImGui.
- Known issues remaining with Emscripten:
- The magnitude of wheeling values on Emscripten was improved but isn't perfect. (#6096)
@ -131,14 +141,6 @@ All changes:
to find a way to detect this and set io.ConfigMacOSXBehaviors manually (if you know a way
let us know!), or offer the "OSX-style behavior" option to their user.
- Window: Avoid rendering shapes for hidden resize grips.
- SeparatorText(): Added SeparatorText() widget. (#1643) [@phed, @ocornut]
- Added to style: float SeparatorTextBorderSize.
- Added to style: ImVec2 SeparatorTextAlign, SeparatorTextPadding.
- Tables: Raised max Columns count from 64 to 512. (#6094, #5305, #4876, #3572)
The previous limit was due to using 64-bit integers but we moved to bits-array
and tweaked the system enough to ensure no performance loss.
- Tables: Solved an ID conflict issue with multiple-instances of a same table,
due to how unique table instance id was generated. (#6140) [@ocornut, @rodrigorc]
- Text: Fixed layouting of wrapped-text block skipping successive empty lines,
regression from the fix in 1.89.2. (#5720, #5919)
- Text: Fixed clipping of single-character "..." ellipsis (U+2026 or U+0085) when font
@ -149,8 +151,11 @@ All changes:
(Not adding Super+Delete to delete to up to end-of-line on OSX, as OSX doesn't have it)
- InputText: On OSX, inhibit usage of Alt key to toggle menu when active (used for work skip).
- Menus: Fixed layout of MenuItem()/BeginMenu() when label contains a '\n'. (#6116) [@imkcy9]
- ColorEdit, ColorPicker: Fixed hue/saturation preservation logic from interfering with
the displayed value (but not stored value) of others widgets instances. (#6155)
- PlotHistogram, PlotLines: Passing negative sizes honor alignment like other widgets.
- Combo: Allow SetNextWindowSize() to alter combo popup size. (#6130)
- Fonts: Assert that in each GlyphRanges[] pairs first is <= second.
- ImDrawList: Added missing early-out in AddPolyline() and AddConvexPolyFilled() when
color alpha is zero.
- Misc: Most text functions treat "%s" as a shortcut to no-formatting. (#3466)
@ -159,15 +164,15 @@ All changes:
can exacerbate that. (#6114, #3644)
- Backends: OSX: Fixed scroll/wheel scaling for devices emitting events with
hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
- Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and
- Backends: Win32: flipping WM_MOUSEHWHEEL horizontal value to match other backends and
offer consistent horizontal scrolling direction. (#4019)
- Backends: SDL2: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and
- Backends: SDL2: flipping SDL_MOUSEWHEEL horizontal value to match other backends and
offer consistent horizontal scrolling direction. (#4019)
- Backends: SDL2: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
- Backends: SDL2: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data
for smooth scrolling as reported by SDL. (#4019, #6096)
- Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function
is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113)
is surprisingly costly on Mac with latest SDL (already fixed in SDL latest trunk). (#6113)
- Backends: SDL2: Implement IME handler to call SDL_SetTextInputRect()/SDL_StartTextInput().
It will only works with SDL 2.0.18+ if your code calls 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1")'
prior to calling SDL_CreateWindow(). Updated all examples accordingly. (#6071, #1953)
@ -180,7 +185,8 @@ All changes:
- Backends: GLFW: Added ImGui_ImplGlfw_SetCallbacksChainForAllWindows() to instruct backend
to chain callbacks even for secondary viewports/windows. User callbacks may need to test
the 'window' parameter. (#6142)
- Backends: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation).
- Backends: OpenGL3: Fixed GL loader compatibility with 2.x profiles. (#6154, #4445, #3530) [@grauw]
- Backends: WebGPU: Fixed building for latest WebGPU specs (remove implicit layout generation).
(#6117, #4116, #3632) [@tonygrue, @bfierz]
- Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten.
(#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble]
@ -189,7 +195,7 @@ All changes:
- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]
- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a
- Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to fix display on a
Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).
Docking+Viewports Branch:

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@ -1,4 +1,4 @@
// dear imgui, v1.89.3 WIP
// dear imgui, v1.89.3
// (main code and documentation)
// Help:

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@ -1,4 +1,4 @@
// dear imgui, v1.89.3 WIP
// dear imgui, v1.89.3
// (headers)
// Help:
@ -22,8 +22,8 @@
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.3 WIP"
#define IMGUI_VERSION_NUM 18928
#define IMGUI_VERSION "1.89.3"
#define IMGUI_VERSION_NUM 18930
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -2776,7 +2776,7 @@ struct ImFontConfig
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.

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@ -1,4 +1,4 @@
// dear imgui, v1.89.3 WIP
// dear imgui, v1.89.3
// (demo code)
// Help:

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@ -1,4 +1,4 @@
// dear imgui, v1.89.3 WIP
// dear imgui, v1.89.3
// (drawing and font code)
/*
@ -2390,7 +2390,12 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{
// Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
IM_ASSERT(src_range[0] <= src_range[1]);
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
}
dst_tmp.SrcCount++;
dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}

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@ -1,4 +1,4 @@
// dear imgui, v1.89.3 WIP
// dear imgui, v1.89.3
// (internal structures/api)
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
@ -2134,9 +2134,11 @@ struct ImGuiContext
ImFont InputTextPasswordFont;
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
ImU32 ColorEditLastColor; // RGB value with alpha set to 0.
ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).
ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for
float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
ImU32 ColorEditSavedColor; // RGB value with alpha set to 0.
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
ImGuiComboPreviewData ComboPreviewData;
float SliderGrabClickOffset;
@ -2335,8 +2337,9 @@ struct ImGuiContext
TempInputId = 0;
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
ColorEditLastHue = ColorEditLastSat = 0.0f;
ColorEditLastColor = 0;
ColorEditCurrentID = ColorEditSavedID = 0;
ColorEditSavedHue = ColorEditSavedSat = 0.0f;
ColorEditSavedColor = 0;
SliderGrabClickOffset = 0.0f;
SliderCurrentAccum = 0.0f;
SliderCurrentAccumDirty = false;

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@ -1,4 +1,4 @@
// dear imgui, v1.89.3 WIP
// dear imgui, v1.89.3
// (tables and columns code)
/*

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@ -1,4 +1,4 @@
// dear imgui, v1.89.3 WIP
// dear imgui, v1.89.3
// (widgets code)
/*
@ -4985,28 +4985,32 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag
return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
}
static void ColorEditRestoreH(const float* col, float* H)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ColorEditCurrentID != 0);
if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
return;
*H = g.ColorEditSavedHue;
}
// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
{
// This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined.
// With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one.
// Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined.
// g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision.
// Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined,
// therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker.
ImGuiContext& g = *GImGui;
if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
IM_ASSERT(g.ColorEditCurrentID != 0);
if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
return;
// When S == 0, H is undefined.
// When H == 1 it wraps around to 0.
if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1))
*H = g.ColorEditLastHue;
if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))
*H = g.ColorEditSavedHue;
// When V == 0, S is undefined.
if (*V == 0.0f)
*S = g.ColorEditLastSat;
*S = g.ColorEditSavedSat;
}
// Edit colors components (each component in 0.0f..1.0f range).
@ -5029,6 +5033,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
BeginGroup();
PushID(label);
const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
if (set_current_color_edit_id)
g.ColorEditCurrentID = window->IDStack.back();
// If we're not showing any slider there's no point in doing any HSV conversions
const ImGuiColorEditFlags flags_untouched = flags;
@ -5062,7 +5069,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
}
@ -5201,10 +5208,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
f[n] = i[n] / 255.0f;
if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))
{
g.ColorEditLastHue = f[0];
g.ColorEditLastSat = f[1];
g.ColorEditSavedHue = f[0];
g.ColorEditSavedSat = f[1];
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
g.ColorEditSavedID = g.ColorEditCurrentID;
g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
}
if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
@ -5216,6 +5224,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
col[3] = f[3];
}
if (set_current_color_edit_id)
g.ColorEditCurrentID = 0;
PopID();
EndGroup();
@ -5289,6 +5299,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
g.NextItemData.ClearFlags();
PushID(label);
const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);
if (set_current_color_edit_id)
g.ColorEditCurrentID = window->IDStack.back();
BeginGroup();
if (!(flags & ImGuiColorEditFlags_NoSidePreview))
@ -5337,7 +5350,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
float R = col[0], G = col[1], B = col[2];
if (flags & ImGuiColorEditFlags_InputRGB)
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
// Hue is lost when converting from grayscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(R, G, B, H, S, V);
ColorEditRestoreHS(col, &H, &S, &V);
}
@ -5392,10 +5405,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
// Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
H = g.ColorEditLastHue;
ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
value_changed = value_changed_sv = true;
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
@ -5470,9 +5480,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
if (flags & ImGuiColorEditFlags_InputRGB)
{
ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);
g.ColorEditLastHue = H;
g.ColorEditLastSat = S;
g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
g.ColorEditSavedHue = H;
g.ColorEditSavedSat = S;
g.ColorEditSavedID = g.ColorEditCurrentID;
g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
@ -5636,6 +5647,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
MarkItemEdited(g.LastItemData.ID);
if (set_current_color_edit_id)
g.ColorEditCurrentID = 0;
PopID();
return value_changed;

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@ -444,7 +444,12 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{
// Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
IM_ASSERT(src_range[0] <= src_range[1]);
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
}
dst_tmp.SrcCount++;
dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}