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mirror of https://github.com/ocornut/imgui.git synced 2024-11-28 01:20:55 +01:00

Backends: SDL_Renderer2: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp' (#6286)

This commit is contained in:
ocornut 2023-05-30 20:11:08 +02:00
parent 216ae7db52
commit 88e7d773df
13 changed files with 46 additions and 45 deletions

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@ -1,12 +1,11 @@
// dear imgui: Renderer Backend for SDL_Renderer // dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+) // (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL. // Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI, // If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// be difficult to step out of those boundaries. // it might be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
@ -17,6 +16,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG // CHANGELOG
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
@ -24,7 +24,7 @@
// 2021-09-21: Initial version. // 2021-09-21: Initial version.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdlrenderer.h" #include "imgui_impl_sdlrenderer2.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t #include <stddef.h> // intptr_t
#else #else
@ -68,7 +68,7 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
io.BackendRendererUserData = (void*)bd; io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer"; io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->SDLRenderer = renderer;

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@ -1,12 +1,11 @@
// dear imgui: Renderer Backend for SDL_Renderer // dear imgui: Renderer Backend for SDL_Renderer for SDL2
// (Requires: SDL 2.0.17+) // (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL. // Note how SDL_Renderer is an _optional_ component of SDL2.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// If your application will want to render any non trivial amount of graphics other than UI, // If your application will want to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
// be difficult to step out of those boundaries. // it might be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!

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@ -76,7 +76,7 @@ List of Renderer Backends:
imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) imgui_impl_sdlrenderer2.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_vulkan.cpp ; Vulkan imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU imgui_impl_wgpu.cpp ; WebGPU

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@ -45,6 +45,8 @@ Breaking changes:
- ListBoxHeader() -> use BeginListBox() - ListBoxHeader() -> use BeginListBox()
- ListBoxFooter() -> use EndListBox() - ListBoxFooter() -> use EndListBox()
- Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence. - Note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for refeence.
- Backends: SDL_Renderer: Renamed 'imgui_impl_sdlrenderer.h/cpp' to 'imgui_impl_sdlrenderer2.h/cpp',
in order to accomodate for upcoming SDL3 and change in its SDL_Renderer API. (#6286)
- Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). - Backends: GLUT: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame().
It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV] It needs to be called from the main app loop, like with every other backends. (#6337) [@GereonV]

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@ -171,11 +171,10 @@ This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR> This support building with Emscripten and targetting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application. Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl2_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer/) <BR> [example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR> SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR> This requires SDL 2.0.18+ (released November 2021) <BR>
We do not really recommend using SDL_Renderer as it is a rather primitive API.
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR> [example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR> SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>

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@ -14,11 +14,11 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = example_sdl2_sdlrenderer EXE = example_sdl2_sdlrenderer2
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)

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@ -5,21 +5,21 @@
``` ```
set SDL2_DIR=path_to_your_sdl2_folder set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit: # or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
``` ```
- On Linux and similar Unixes - On Linux and similar Unixes
``` ```
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
``` ```
- On Mac OS X - On Mac OS X
``` ```
brew install sdl2 brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
``` ```

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@ -2,7 +2,7 @@
@set OUT_DIR=Debug @set OUT_DIR=Debug
@set OUT_EXE=example_sdl2_sdlrenderer_ @set OUT_EXE=example_sdl2_sdlrenderer_
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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@ -20,8 +20,9 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid> <ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
<RootNamespace>example_sdl2_sdlrenderer</RootNamespace> <RootNamespace>example_sdl2_sdlrenderer2</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl2_sdlrenderer2</ProjectName>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -165,7 +166,7 @@
<ClCompile Include="..\..\imgui_tables.cpp" /> <ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
@ -173,7 +174,7 @@
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" /> <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h" /> <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" /> <None Include="..\..\misc\debuggers\imgui.natstepfilter" />

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@ -31,7 +31,7 @@
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>
@ -45,7 +45,7 @@
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h"> <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h"> <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">

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@ -9,7 +9,7 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl2.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer.h" #include "imgui_impl_sdlrenderer2.h"
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>

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@ -23,12 +23,12 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl2", "exa
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer", "example_sdl2_sdlrenderer\example_sdl2_sdlrenderer.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32 Debug|Win32 = Debug|Win32
@ -117,14 +117,6 @@ Global
{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|Win32.Build.0 = Release|Win32 {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|Win32.Build.0 = Release|Win32
{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.ActiveCfg = Release|x64 {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.ActiveCfg = Release|x64
{BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.Build.0 = Release|x64 {BBAEB705-1669-40F3-8567-04CF6A991F4C}.Release|x64.Build.0 = Release|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.ActiveCfg = Debug|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.Build.0 = Debug|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.ActiveCfg = Debug|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.Build.0 = Debug|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.ActiveCfg = Release|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.ActiveCfg = Debug|Win32 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.ActiveCfg = Debug|Win32
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.Build.0 = Debug|Win32 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|Win32.Build.0 = Debug|Win32
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|x64.ActiveCfg = Debug|x64 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Debug|x64.ActiveCfg = Debug|x64
@ -141,6 +133,14 @@ Global
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.Build.0 = Release|Win32 {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.Build.0 = Release|Win32
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.ActiveCfg = Release|x64 {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.ActiveCfg = Release|x64
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.Build.0 = Release|x64 {C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.Build.0 = Release|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.ActiveCfg = Debug|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|Win32.Build.0 = Debug|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.ActiveCfg = Debug|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Debug|x64.Build.0 = Debug|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.ActiveCfg = Release|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE

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@ -397,11 +397,11 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.
- 2023/05/22 (1.86.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
- ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
- ListBoxFooter() -> use EndListBox() - ListBoxFooter() -> use EndListBox()
- 2023/05/15 (1.86.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
- 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
- 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
- ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp