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@@ -379,6 +379,9 @@ CODE
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- 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
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- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
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- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
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+ - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
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+ old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant.
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+ when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
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- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
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- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
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- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
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@@ -2534,6 +2537,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
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}
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}
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+// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
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void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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@@ -4914,6 +4918,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Position child window
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if (flags & ImGuiWindowFlags_ChildWindow)
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{
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+ IM_ASSERT(parent_window->Active);
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window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
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parent_window->DC.ChildWindows.push_back(window);
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if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
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@@ -5381,7 +5386,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavIdIsAlive = false;
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g.NavLayer = ImGuiNavLayer_Main;
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- //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
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+ //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
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}
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// Passing NULL allow to disable keyboard focus
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@@ -6558,7 +6563,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
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popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
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popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
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- //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
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+ //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
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if (g.OpenPopupStack.Size < current_stack_size + 1)
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{
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g.OpenPopupStack.push_back(popup_ref);
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@@ -7348,7 +7353,7 @@ static void ImGui::NavUpdate()
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ImGuiContext& g = *GImGui;
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g.IO.WantSetMousePos = false;
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#if 0
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- if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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+ if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
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#endif
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// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
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