@ -379,6 +379,9 @@ CODE
- 2018 / 08 / 01 ( 1.63 ) - renamed io . OptCursorBlink to io . ConfigCursorBlink [ - > io . ConfigInputTextCursorBlink in 1.65 ] , io . OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency .
- 2018 / 07 / 22 ( 1.63 ) - changed ImGui : : GetTime ( ) return value from float to double to avoid accumulating floating point imprecisions over time .
- 2018 / 07 / 08 ( 1.63 ) - style : renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features . Kept redirection enum ( will obsolete ) .
- 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 . ) .
old binding will still work as is , however prefer using the separated bindings as they will be updated to be multi - viewport conformant .
when adopting new bindings follow the main . cpp code of your preferred examples / folder to know which functions to call .
- 2018 / 06 / 06 ( 1.62 ) - renamed GetGlyphRangesChinese ( ) to GetGlyphRangesChineseFull ( ) to distinguish other variants and discourage using the full set .
- 2018 / 06 / 06 ( 1.62 ) - TreeNodeEx ( ) / TreeNodeBehavior ( ) : the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag . See Changelog for details .
- 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 .
@ -5378,7 +5381,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g . NavId = window ? window - > NavLastIds [ 0 ] : 0 ; // Restore NavId
g . NavIdIsAlive = false ;
g . NavLayer = ImGuiNavLayer_Main ;
// printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
// IMGUI_DEBUG_LOG(" FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
}
// Passing NULL allow to disable keyboard focus
@ -6555,7 +6558,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
popup_ref . OpenPopupPos = NavCalcPreferredRefPos ( ) ;
popup_ref . OpenMousePos = IsMousePosValid ( & g . IO . MousePos ) ? g . IO . MousePos : popup_ref . OpenPopupPos ;
// printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
// IMGUI_DEBUG_LOG(" OpenPopupEx(0x%08X)\n", g.FrameCount, id);
if ( g . OpenPopupStack . Size < current_stack_size + 1 )
{
g . OpenPopupStack . push_back ( popup_ref ) ;
@ -7345,7 +7348,7 @@ static void ImGui::NavUpdate()
ImGuiContext & g = * GImGui ;
g . IO . WantSetMousePos = false ;
#if 0
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 ) ;
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 ) ;
# endif
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)