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Removed trailing spaces (docking branch)
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@ -53,11 +53,11 @@ HOW TO UPDATE?
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Breaking Changes:
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Breaking Changes:
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- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable),
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- IMPORTANT: When multi-viewports are enabled (with io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable),
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all coordinates/positions will be in your natural OS coordinates space. It means that:
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all coordinates/positions will be in your natural OS coordinates space. It means that:
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- Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore.
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- Reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are _probably_ not what you want anymore.
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Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos).
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Use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos).
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- Likewise io.MousePos and GetMousePos() will use OS coordinates.
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- Likewise io.MousePos and GetMousePos() will use OS coordinates.
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If you query mouse positions to interact with non-imgui coordinates you will need to offset them.
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If you query mouse positions to interact with non-imgui coordinates you will need to offset them.
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e.g. subtract GetWindowViewport()->Pos.
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e.g. subtract GetWindowViewport()->Pos.
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- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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- IO: Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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@ -72,7 +72,7 @@ Other changes:
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- Added GetMainViewport().
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- Added GetMainViewport().
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- Added GetWindowViewport(), SetNextWindowViewport().
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- Added GetWindowViewport(), SetNextWindowViewport().
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- Added GetWindowDpiScale().
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- Added GetWindowDpiScale().
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- Added GetOverlayDrawList(ImGuiViewport* viewport).
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- Added GetOverlayDrawList(ImGuiViewport* viewport).
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The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
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The no-parameter version of GetOverlayDrawList() return the overlay for the current window's viewport.
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- Added UpdatePlatformWindows(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core.
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- Added UpdatePlatformWindows(), RenderPlatformWindows(), DestroyPlatformWindows() for usage for application core.
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- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by back-ends.
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- Added FindViewportByID(), FindViewportByPlatformHandle() for usage by back-ends.
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@ -82,7 +82,7 @@ Other changes:
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- Added ImGuiViewport structure, ImGuiViewportFlags flags.
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- Added ImGuiViewport structure, ImGuiViewportFlags flags.
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- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
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- Added ImGuiWindowClass and SetNextWindowClass() for passing viewport related hints to the OS/platform back-end.
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- Examples: Renderer: OpenGL2, OpenGL3, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
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- Examples: Renderer: OpenGL2, OpenGL3, DirectX11, DirectX12, Vulkan: Added support for multi-viewports.
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- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports.
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- Examples: Platforms: Win32, GLFW, SDL2: Added support for multi-viewports.
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Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
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Note that Linux/Mac still have inconsistent support for multi-viewports. If you want to help see https://github.com/ocornut/imgui/issues/2117.
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@ -518,7 +518,7 @@ VIEWPORT BRANCH
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- Viewport: Added support for multi-viewport [...] blah blah
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- Viewport: Added support for multi-viewport [...] blah blah
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- Viewport: Rendering: the ImDrawData structure now contains 'DisplayPos' and 'DisplaySize' fields. To support multi-viewport, you need to use those values when
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- Viewport: Rendering: the ImDrawData structure now contains 'DisplayPos' and 'DisplaySize' fields. To support multi-viewport, you need to use those values when
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creating your orthographic projection matrix. Use 'draw_data->DisplaySize' instead of 'io.DisplaySize', and 'draw_data->DisplayPos' instead of (0,0) as the upper-left point.
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creating your orthographic projection matrix. Use 'draw_data->DisplaySize' instead of 'io.DisplaySize', and 'draw_data->DisplayPos' instead of (0,0) as the upper-left point.
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You also need to subtract 'draw_data->DisplayPos' from your scissor rectangles, as scissor rectangles are specified in the space of your target viewport.
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You also need to subtract 'draw_data->DisplayPos' from your scissor rectangles, as scissor rectangles are specified in the space of your target viewport.
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- Examples: Back-ends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
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- Examples: Back-ends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
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before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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@ -533,7 +533,7 @@ VIEWPORT BRANCH
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amount of redundancy accross files was becoming too difficult to maintain.
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amount of redundancy accross files was becoming too difficult to maintain.
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- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
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- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
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- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
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- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
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- Examples: Win32: Added DPI-related helpers to access DPI features _without_ requiring the latest Windows SDK at compile time, and _without_ requiring Windows 10 at runtime.
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- Examples: Win32: Added DPI-related helpers to access DPI features _without_ requiring the latest Windows SDK at compile time, and _without_ requiring Windows 10 at runtime.
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- Examples: Platforms currently supporting multi-viewport: Win32, Glfw, SDL2.
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- Examples: Platforms currently supporting multi-viewport: Win32, Glfw, SDL2.
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- Examples: Renderers currently supporting multi-viewport: DirectX10, DirectX11, OpenGL2, OpenGL3, Vulkan (WIP).
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- Examples: Renderers currently supporting multi-viewport: DirectX10, DirectX11, OpenGL2, OpenGL3, Vulkan (WIP).
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- Examples: All imgui_impl_xxx files now have an individual Changelog at the top of the file, making it easier to follow how back-ends are evolving.
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- Examples: All imgui_impl_xxx files now have an individual Changelog at the top of the file, making it easier to follow how back-ends are evolving.
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