8017 Commits (docking)
 

Author SHA1 Message Date
ocornut c71a50deb5 Version 1.87 3 years ago
ocornut 033538731c Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
3 years ago
ocornut e52bb147a7 Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks(). (#4981) 3 years ago
ocornut 732bc2058e Backends: GLFW: Handle spurious leave/enter sequences apparently submitted by X11/GLFW combo. (#4984) 3 years ago
Rokas Kupstys 40fd163a3b Backends: OpenGL3: Fix OpenGL ES2 includes on Apple systems.
# Conflicts:
#	backends/imgui_impl_opengl3.cpp
#	docs/CHANGELOG.txt
3 years ago
ocornut 2554b512c0 Backends: OSX: Forward keyDown/keyUp events to OS when unused by Dear ImGui. 3 years ago
Clownacy c6cab1f352 Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(). Use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. (#4927)
This is (kind of) an OpenGL-only function, which should be avoided when SDL2 isn't using OpenGL.
The only alternative that is recommended is SDL_GetRendererOutputSize, which limits this fix to the SDL_Renderer backend. Still, I think it's better than nothing.
I say that SDL_GL_GetDrawableSize is "kind of" OpenGL-only because it does technically work even when SDL2 isn't using OpenGL.
It's just that it becomes a shim to SDL_GetWindowSize, which is not suitable for high-DPI usage because it reflects the size of the window in screen coordinates, not actual pixels, so it really should be avoided when not using OpenGL.
3 years ago
Clownacy c39192ba64 Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927)
SDL_PIXELFORMAT_RGBA32 is intended for byte arrays where the channels
are specifically in the RGBA order. However, this is not what
GetTexDataAsRGBA32 does: rather, it constructs an array where each
pixel is an unsigned int in ABGR order. On little-endian platforms,
this does indeed result in an RGBA byte order, however, on big-endian
platforms, this results in an ABGR byte order, which does not match
the PIXELFORMAT enum.

What should be used is the SDL_PIXELFORMAT_ABGR8888 enum, which
specifies that the pixels are in native-endian ABGR, which they are.
3 years ago
ocornut 31762a8173 Docking: fixed potential crash if a passthrough dock node is submitted without a child intermediate (currently not possible via API) 3 years ago
ocornut 5017602752 Backends: SDL: Amend 08350e5, multi-viewports mouse tracking works under Linux. (#4960) + Reword tests to help static analysis. 3 years ago
ocornut 37958ca1b5 Docking: Fixed CTRL+TAB back into a docked window not selecting menu layer when no item are on main layer.
Could merge on master.
3 years ago
ocornut 8eb8689391 Docking: Tabs use their own identifier (in order to make window->ID refer to whole window in test engine). Also prevents Tab ID from clashing with "" which was common. 3 years ago
ocornut c1ab3c406f Docking: Fixed size constraints not working on single window holding on a dock id (still doesn't work on docked windows). 3 years ago
ocornut d378e4088f Merge branch 'master' into docking
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
3 years ago
ocornut 43177324c0 Backends: GLFW: Fixed miss untranslation of keypad keys. (#4921, #452) 3 years ago
ocornut 6f73dbea80 TestEngine: submit window data to item system. 3 years ago
ocornut 35e197f413 TestEngine: fixed InvisibleButton() and ArrowButton() not calling the info macro. 3 years ago
rokups 551ab84c2d Backends: OSX: Fix building with old Xcode versions.
Builds have failed on Xcode versions that do not yet support `@available` or do not have new APIs (that are unavailable on target OS version) defined at all. Using true build time version checks fixes these issues.
3 years ago
Clownacy 422902dbda Correct typos (#4954, #4955), use IM_STATIC_ASSERT now that old pre-C++11 macro has been obsoleted. 3 years ago
ocornut 08350e53e7 Backends: SDL: no support for ImGuiBackendFlags_HasMouseHoveredViewport under OSX/LInux (#4960) 3 years ago
ocornut 64d910ad37 Removed IMGUI_API from inline templated classes. (#4962) 3 years ago
ocornut 27004aca70 Revert moving ImGuiKeyModFlags to internal.h (amendc906c65)
# Conflicts:
#	imgui.cpp
3 years ago
ocornut 49e38a5b32 Revert moving ImGuiKeyModFlags to internal.h (amendc906c65) 3 years ago
ocornut d5f0d45ae4 Merge branch 'master' into docking + remove two _PopUnusedDrawCmd() from docking branch, following 718daa1
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui_internal.h
3 years ago
ocornut 9def2b04d7 IO: Added simple (incomplete) filter for duplicates to reduce data spam. (#4921, #4858) 3 years ago
thedmd 5429f0f6b5 Backends: OSX, Android: Replaced AddKeyModsEvent() added by 790132a in favor of unified key enum system. (#4921, #4858) 3 years ago
ocornut c906c65cac (BREAKING) Replaced AddKeyModsEvent() added by 790132a in favor of unified key enum system. Backends: update most. (#4921, #4858)
Sorry this is an unusual breaking but since we are WIP it is a good time to make a correction.
3 years ago
ocornut 718daa153d Rendering: defer responsability of calling _PopUnusedDrawCmd() later so RenderDimmedBackgrounds()/RenderMouseCursor() don't need to deal with the side-effects (#4857, #4317) 3 years ago
ocornut 075f4ac661 Don't merge ImDrawCmd which have had their IdxOffset changed to not be sequential. Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd.
This is bit of a weird edge case adding weight to ImDrawCmd merging, if we could rework the mess in RenderDimmedBackgroundBehindWindow() we may be able to undo some of that.
3 years ago
ocornut 8555335935 Shallow alignment of ImGuiKey stuff + moving some in internals. Internals: add offset to ImBitArray<>, simpify ActiveIdUsingKeyInputMask. 3 years ago
ocornut f1a073186c Docking: Fixed a CTRL+TAB crash when aiming at an empty docked window. (#4792) 3 years ago
ocornut 08f3aa8972 Popups: Fix b17b2fb (#4936) 3 years ago
ocornut 4caf1e9b59 Backends: GLFW: fix ImGui_ImplGlfw_TranslateUntranslatedKey() for grave accents. (#456, #2625) + fix preceeding commit.
Amend 100ede57 + amend b17b2fb
3 years ago
ocornut b17b2fb732 Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936)
Passing explicit ImGuiPopupFlags_MouseButtonRight to OpenPopupOnItemClick() calls somehow document the unusual (due to legacy) default value.
3 years ago
ocornut cda3db1449 Backends: SDL: Fixed key mapping for ImGuiKey_Menu (#4921) + misc typos (#4928) 3 years ago
sergeyn dd6a44abb1
Fix compiler warning for Intel compiler (#4934) 3 years ago
Clownacy 4fb0c1f963
Correct some typos in FAQ.md (#4924) 3 years ago
ocornut cff0342454 Internals: moved lines into a Inputs section. 3 years ago
thedmd c2db4c2462 Demo: draw a section of keyboard in "Inputs > Keyboard, Gamepad & Navigation state" to visualize keys. 3 years ago
ocornut 69b697378b Comments, tweaks. 3 years ago
ocornut 26e59c8742 Nav: Fixed gamepad navigation in wrapping popups not wrapping all the way. (#4365) 3 years ago
ocornut 3e0d6ec895 Merge branch 'master' into docking
# Conflicts:
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_sdl.cpp
#	backends/imgui_impl_vulkan.cpp
#	backends/imgui_impl_vulkan.h
#	backends/imgui_impl_win32.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
3 years ago
ocornut 62d6be3747 IO: Removed ImGuiInputSource from public api for now, unnecessary. (#4858, #787) 3 years ago
thedmd 5ea47d9560 Backends: OSX: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 3 years ago
ocornut 39c3412f91 Backends: SDL: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 3 years ago
ocornut 3d85433748 Backends: GLFW: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 3 years ago
ocornut 9f8c599ca7 Backends: Win32: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787) 3 years ago
ocornut f33bb99821 IO: added AddKeyAnalogEvent() and support for ImGuiKey_GamepadXXXX. (#4858, #787) 3 years ago
ocornut 6e63fcaca3 Backends: Vulkan: Amends, fix miscast on 32-bit systems with the right ImTextureID=ImU64. (#914) 3 years ago
ocornut ceb26bac48 Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, amends. (#914) 3 years ago