1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-24 15:50:25 +01:00

Documentation (#133 #254)

This commit is contained in:
ocornut 2015-07-05 22:26:01 -06:00
parent 0676efd37f
commit 0d5e6e125c

View File

@ -141,7 +141,19 @@
Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
- 2015/07/05 (1.42) - io.RenderDrawListsFn signature changed from RenderDrawListsFn(ImDrawList** const cmd_lists, int cmd_lists_count) to RenderDrawListsFn(ImDrawData*). ImDrawData structure contains 'cmd_lists', 'cmd_lists_count' and more. - 2015/07/05 (1.42) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
this necessary change will break your rendering function! the fix should be very easy.
- if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
- the signature of io.RenderDrawListsFn has changed!
ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
became:
ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
- the ImDrawData structure contains 'cmd_lists', 'cmd_lists_count' and more (that were previously passed as parameters).
- the ImDrawList and ImDrawCmd structures also have changed to allow for indexed rendering.
each ImDrawList now contains both a vertex buffer (vtx_buffer) and an index buffer (idx_buffer).
renamed the 'vtx_count' field of ImDrawCmd to 'elem_count' to reflect this. Render 'elem_count' (multiple of 3) using indices from the index buffer.
- if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index your buffer. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
- refer to code in the examples/ folder or ask on the github if you are unsure of how to upgrade.
- 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
- 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
- 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence