6819 Commits (97b1abd6ddfb38d4b57835152b5b736442e4d15d)
 

Author SHA1 Message Date
ocornut 97b1abd6dd Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally. 3 years ago
ocornut c71a50deb5 Version 1.87 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 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 64d910ad37 Removed IMGUI_API from inline templated classes. (#4962) 3 years ago
ocornut 49e38a5b32 Revert moving ImGuiKeyModFlags to internal.h (amendc906c65) 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 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 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
Marcell Kiss 29f104319e Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) 3 years ago
Rokas Kupstys 19471da3fd Popups: Fix a crash when a new window is created after a modal on the same frame. (#4920) 3 years ago
ocornut 7ad42ff431 IO: renamed io.ConfigInputEventQueue to io.ConfigInputTrickleEventQueue. (#4858) 3 years ago
ocornut 26d04c948f Tables: Fixed positioning of Sort icon on right-most column with some settings (not resizable + no borders). (#4918). 3 years ago
ocornut 97b1ffcb3b IO: Reorder enums, compact a little in header. Removed const from internal GetKeyData(). 3 years ago
ocornut 91ae56af45 Removed support for legacy arithmetic operators (+*/) when inputing text into a slider/drag. (#4917, #3184) 3 years ago
ocornut 673f5e588d IO: moved fields to put more focus on the new functions + update misc docs/references + update main.mm in Apple+Metal example (#4858) 3 years ago
ocornut 90a6961638 IO: apply same flooring as UpdateMouseInputs() in dupe event processing. (#4858) + provision for test engine. 3 years ago
ocornut 7374b96f5c IO: Added input queue. (#4858, #2787, #1992, #3383, #2525, #1320) 3 years ago
thedmd b8e56dce83 IO: Added AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() api + updated all Backends. (#4858) (input queue code will be next commit)
Details: note that SDL, OSX and GLFW backends removed recording of MouseJustPressed[] which will be unnecessary with input queue (which is the NEXT commit). (#2787, #1992, #3383, #2525, #1320)
3 years ago
ocornut b6582a471a Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759) 3 years ago