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Copy file name to clipboardExpand all lines: CHANGELOG.txt
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@@ -50,7 +50,7 @@ Breaking Changes:
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If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
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- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
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- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
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- Reorganized context handling to be more explicit,
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- Reorganized context handling to be more explicit, (#1599)
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- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
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- removed Shutdown() function, as DestroyContext() serve this purpose.
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- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565)
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- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599)
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YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it.
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- Context: Removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions() and shared by all contexts. (#1565, #586, #992, #1007, #1558)
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- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it.
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- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558)
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- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599)
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- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
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- IO: Added io.ConfigFlags for user application to store settings for imgui and for the back-end:
- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
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- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat.
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- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707)
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- Style: Enable window border by default. (#707)
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- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
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- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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ImGui::StyleColorsClassic(this);
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// Default theme
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ImGui::StyleColorsDark(this);
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}
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// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
IMGUI_API voidStyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
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// Windows
@@ -570,13 +570,13 @@ enum ImGuiWindowFlags_
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ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
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ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
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ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, //(WIP) Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, //[BETA] Enable resize from any corners and borders. Your back-end needs to honor the different values of io.MouseCursor set by imgui.
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ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
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ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
ImGuiWindowFlags_NavFlattened = 1 << 23, //(WIP) Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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ImGuiWindowFlags_NavFlattened = 1 << 23, //[BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
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ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
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ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
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ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
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