diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 17a40cab2..f15ba372e 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -99,14 +99,16 @@ Other changes: ----------------------------------------------------------------------- - 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] @@ -137,10 +139,9 @@ 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(). @@ -176,7 +177,8 @@ 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] @@ -194,30 +196,30 @@ 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] @@ -230,7 +232,7 @@ 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 @@ -264,6 +266,8 @@ Docking+Viewports Branch: 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. @@ -378,6 +382,8 @@ Docking+Viewports Branch: 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. diff --git a/imgui.cpp b/imgui.cpp index 614016bbb..b5fa1bf22 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 WIP +// dear imgui, v1.87 // (main code and documentation) // Help: diff --git a/imgui.h b/imgui.h index c6e35a1a1..079fb565c 100644 --- a/imgui.h +++ b/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 #define IMGUI_HAS_VIEWPORT // Viewport WIP branch diff --git a/imgui_demo.cpp b/imgui_demo.cpp index d902729f9..632498f6a 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 WIP +// dear imgui, v1.87 // (demo code) // Help: diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 868e42bf3..bb01786c0 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 WIP +// dear imgui, v1.87 // (drawing and font code) /* diff --git a/imgui_internal.h b/imgui_internal.h index b7c9437b7..b24e190e1 100644 --- a/imgui_internal.h +++ b/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! diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 287c2d474..27f1d5386 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 WIP +// dear imgui, v1.87 // (tables and columns code) /* diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index bb9c16b78..8e4210002 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.87 WIP +// dear imgui, v1.87 // (widgets code) /*