1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-12 02:00:58 +01:00

TODO list update + Changelog and comments for #1803.

This commit is contained in:
omar 2018-05-09 15:47:41 +02:00
parent 895647a240
commit 39f4761ff7
4 changed files with 25 additions and 12 deletions

View File

@ -74,7 +74,8 @@ Other Changes:
- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application.
- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
- Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
- Examples: DirectX 9 : Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
- Various minor fixes, tweaks, refactoring, comments.
-----------------------------------------------------------------------

View File

@ -36,8 +36,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
- drawlist: would be good to be able to deep copy a draw list (ImVector= op?).
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
@ -51,6 +52,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: add always-allow-overlap mode.
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
@ -131,6 +133,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: precision dragging
- slider: step option (#1183)
- slider style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942)
- slider & drag: int data passing through a float
- drag float: up/down axis
@ -239,6 +242,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: fix AddRemapChar() to work before font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.)
- nav: patterns to make it possible for arrows key to update selection
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
- nav: ESC on a flattened child
@ -270,15 +275,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
- web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
- demo: add drag and drop demo.
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- examples: directx9: save/restore device state more thoroughly.
- demo: demonstration Plot offset
- examples: window minimize, maximize (#583)
- examples: provide a zero-framerate/idle example.
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // the problem is that DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)

View File

@ -21,6 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL2_RenderDrawData() in the .h file so you can call it yourself.
@ -136,9 +137,9 @@ void ImGui_ImplSdlGL2_RenderDrawData(ImDrawData* draw_data)
static const char* ImGui_ImplSdlGL2_GetClipboardText(void*)
{
if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
if (g_ClipboardTextData)
SDL_free(g_ClipboardTextData);
g_ClipboardTextData = SDL_GetClipboardText();
return g_ClipboardTextData;
}
@ -289,8 +290,9 @@ void ImGui_ImplSdlGL2_Shutdown()
SDL_FreeCursor(g_MouseCursors[cursor_n]);
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
// Remove previously allocated clipboard text data
if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
// Destroy last known clipboard data
if (g_ClipboardTextData)
SDL_free(g_ClipboardTextData);
// Destroy OpenGL objects
ImGui_ImplSdlGL2_InvalidateDeviceObjects();

View File

@ -14,6 +14,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplSdlGL3_Init() so user can override the GLSL version e.g. "#version 150".
// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context.
@ -184,9 +185,9 @@ void ImGui_ImplSdlGL3_RenderDrawData(ImDrawData* draw_data)
static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
{
if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
if (g_ClipboardTextData)
SDL_free(g_ClipboardTextData);
g_ClipboardTextData = SDL_GetClipboardText();
return g_ClipboardTextData;
}
@ -422,8 +423,9 @@ void ImGui_ImplSdlGL3_Shutdown()
SDL_FreeCursor(g_MouseCursors[cursor_n]);
memset(g_MouseCursors, 0, sizeof(g_MouseCursors));
// Remove previously allocated clipboard text data
if (g_ClipboardTextData) SDL_free(g_ClipboardTextData);
// Destroy last known clipboard data
if (g_ClipboardTextData)
SDL_free(g_ClipboardTextData);
// Destroy OpenGL objects
ImGui_ImplSdlGL3_InvalidateDeviceObjects();