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Releases: HexaEngine/Hexa.NET.ImGui

2.1.9 Dear ImGui 1.91.4

20 Oct 14:22
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Hexa.NET.ImGui Changes

  • Updated to Dear ImGui 1.91.4.
  • Added Native Backends. (incl. Win32, D3D11, D3D12, OpenGL2, OpenGL3, Vulkan and extra packages for SDL2 and GLFW) (see #17)

Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.4 (removed @ to avoid spam)

Changes (since v1.91.3)

Breaking Changes:

  • Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with newly exposed and reworked features. Kept inline redirection enum (will obsolete).
  • The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
    • This removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs (namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers.
    • You may have compile-time warnings if you were casting to void* instead of ImTextureID when passing your types to functions taking ImTextureID values, e.g. ImGui::Image(). In doubt it is almost always better to do an intermediate intptr_t cast, since it allows casting any pointer/integer type without warning:
      • May warn: ImGui::Image((void*)MyTextureData, ...);
      • May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...);
      • Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...);
    • Note that you can always #define ImTextureID to be your own high-level structures (with dedicated constructors and extra render parameters) if you like.
  • IO: moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
  • IO: moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool (note the inverted value!). (#2517, #2009). Kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value!

Other changes:

  • IO: added void* platform_io.Renderer_RenderState which is set during the ImGui_ImplXXXX_RenderDrawData() of standard backends to expose selected render states to your draw callbacks. (#6969, #5834, #7468, #3590)
  • IO: io.WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
  • Error Handling: turned a few more functions into recoverable errors. (#1651)
  • Nav (Keyboard/Gamepad navigation):
    • Nav: added io.ConfigNavCursorVisibleAuto and io.ConfigNavCursorVisibleAlways to configure visibility of navigation cursor. (#1074, #2048, #7237, #8059, #3200, #787)
      • Set io.ConfigNavCursorVisibleAuto = true (default) to enable automatic toggling of cursor visibility (mouse click hide the cursor, arrow keys makes it visible).
      • Set io.ConfigNavCursorVisibleAlways to keep cursor always visible.
    • Nav: added NavSetCursorVisible(bool visible) function to manipulate visibility of navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059)
    • Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
      • Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight.
      • Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have an effect.
      • Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the Dear ImGui window, is for some reason your app relies on imgui focus to take other decisions.
    • Nav: pressing Escape to hide the navigation cursor doesn't clear current location, so it may be restored when Ctrl+Tabbing back into the same window later.
    • Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200)
    • Nav: navigation cursor is not rendered for items with ImGuiItemFlags_NoNav. Can be relevant when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth.
  • Disabled: clicking a disabled item focuses parent window. (#8064)
  • InvisibleButton, Nav: fixed an issue when InvisibleButton() would be navigable into but not display navigation highlight. Properly navigation on it by default. (#8057)
  • InvisibleButton: added ImGuiButtonFlags_EnableNav to enable navigation over the invisible button. (#8057)
  • Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
  • DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665)
    • If userdata_size == 0: we copy/store the userdata argument as-is (existing behavior). It will be available unmodified in ImDrawCmd::UserCallbackData during render.
    • If userdata_size > 0, we copy/store userdata_size bytes pointed to by userdata (new behavior). We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
    • Note that we use a raw type-less copy.
  • Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218)
  • InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys, preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048) [geertbleyen]
  • InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is enabled or not. (#6417)
  • InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not
    supported by InputFloat()/InputInt()/InputScalar() etc. widgets. It actually never was. (#8065, #3946)
  • imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE. Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help). (#7927, #7187, #6591, #6607) [pthom]
  • Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop, for user draw callbacks. (#6969, #5834, #7468, #3590)
  • Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230)

Changes from 1.91.3 to 1.91.4 in the Docking branch:

  • Backends: changed all backends to allow enabling ImGuiConfigFlags_ViewportsEnable after initialization. (#5371)

2.1.7 Dear ImGui 1.91.3

11 Oct 14:51
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Hexa.NET.ImGui Changes

  • Updated to Dear ImGui 1.91.3.
  • Moved internal functions to ImGuiP.XXX for better clarity to avoid misuse/unintentional use of the internal API. (see #16)
  • Added aggressive inlining for native methods to improve performance.
  • Bug fix for FunctionTable generation which generated empty spaces. (nothing serious)

New Sponsor

πŸŽ‰ A big thank you to @Doprez for their generous support! Their contributions have been invaluable in helping this project thrive.


Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.3 (removed @ to avoid spam)

Changes (since v1.91.2)

Breaking Changes:

  • Drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is still a special value due to legacy reasons, unless using ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76)
  • Drags: extended behavior of ImGuiSliderFlags_AlwaysClamp to include ImGuiSliderFlags_ClampZeroRange. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). Although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use _ClampOnInput instead of _AlwaysClamp. (#7968, #3361, #76)

Other changes:

  • Error Handling: Enabled/improved error recovery systems. (#1651, #5654)
    • Read https://github.com/ocornut/imgui/wiki/Error-Handling for a bit more details.
    • Error recovery is provided as a way to facilitate:
      • Recovery after a programming error. Native code or scripting language (the later tends to facilitate iterating on code while running).
      • Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
    • Error recovery is not perfect nor guaranteed! It is a feature to ease development.
      You not are not supposed to rely on it in the course of a normal application run.
    • Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
    • By design, we do not allow error recovery to be 100% silent. One of the options needs to be enabled!
    • Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers. Surface errors to programmers in less aggressive ways.
    • Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! Otherwise it would severely hinder your ability to catch and correct mistakes!
    • Added io.ConfigErrorRecovery to enable error recovery support.
    • Added io.ConfigErrorRecoveryEnableAssert to assert on recoverable errors.
    • Added io.ConfigErrorRecoveryEnableDebugLog to output to debug log on recoverable errors.
    • Added io.ConfigErrorRecoveryEnableTooltip to enable displaying an error tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.
    • All options are enabled by default.
  • Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window using ImGuiChildFlags_ResizeX, ImGuiChildFlags_ResizeY in order to override its current size. (#1710, #8020)
  • Scrollbar: Shift+Click scroll to clicked location (pre-1.90.8 default). (#8002, #7328)
  • Scrollbar: added io.ConfigScrollbarScrollByPage setting (default to true). Set io.ConfigScrollbarScrollByPage=false to enforce always scrolling to clicked location. (#8002, #7328)
  • Drags: split ImGuiSliderFlags_AlwaysClamp into two distinct flags: (#7968, #3361, #76)
    • ImGuiSliderFlags_AlwaysClamp = ImGuiSliderFlags_ClampOnInput + ImGuiSliderFlags_ClampZeroRange.
    • Previously _AlwaysClamp only did the equivalent of _ClampOnInput.
    • Added ImGuiSliderFlags_ClampOnInput which is now a subset of _AlwaysClamp (note that it was the old name of _AlwaysClamp, but we are reintroducing that name).
    • Added ImGuiSliderFlags_ClampZeroRange to enforce clamping even when v_min==v_max==0.0f in drag functions. Sliders are not affected.
  • Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release.
  • Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window so thattransitioning from an item tooltip to a drag tooltip doesn't leak window auto-sizing info from one to the other. (#8036)
  • Tooltips: Tooltips triggered from touch inputs are positioned above the item. (#8036)
  • Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal.
  • Backends: WebGPU: Fixed DAWN api change using WGPUStringView in WGPUShaderSourceWGSL. (#8009, #8010) [blitz-research]

Changes from 1.91.2 to 1.91.3 in the Docking branch:

  • Backends: SDL2, SDL3: Fixed building for UWP platforms. (#8008)
  • Backends: Win32: Use ResisterClassW()/CreateWindowExW() for secondary viewports, to ensure correct IME input even if the backend was compiled in MBCS mode. (#7979, #5725)

2.1.6 Dear ImGui v1.91.2

01 Oct 15:44
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  • Yet another type inconsistency fix see #15
  • Updated to Dear ImGui v1.91.2

Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.2 (removed @ user to avoid spam)

1.91.2: detect id conflicts, table fixes, faster input text & more.

Changes (since v1.91.1)

366080952-ed30a78f-a446-4e08-a537-25a19f72f226

Changes from 1.91.1 to 1.91.2 in the Docking branch:

  • Viewports: fixed an issue where a window manually constrained to the main viewport while crossing over main viewport bounds isn't translated properly. (ocornut/imgui#7985)
  • Backends: SDL2, SDL3, Win32: ensure that ImGuiPlatformMonitor list is available after backend Init call. (ocornut/imgui#7995)
  • Backends: Win32: fixed direct calls to platform_io.Platform_SetWindowPos()/Platform_SetWindowSize() on windows created by application (typically main viewport).
  • Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (ocornut/imgui#7971)
  • Backends: SDL3: added support for viewport->ParentViewportId field to support parenting windows at OS level. (ocornut/imgui#7973, ocornut/imgui#7989)

2.1.4 Fixed naming inconsistency

15 Sep 10:53
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  • Fixed issue #15
  • Changed some names from ImGui.ImGuiXXX to ImGui.XXX and ImPlot.ImPlotXXX to ImPlot.XXX.

Full Changelog: 2.1.3...2.1.4

2.1.3 Hotfix for AOT compatibility. (No api changes)

12 Sep 11:08
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  • Fixed issue #14 regarding .NET AOT compatibility.

Full Changelog: 2.1.2...2.1.3

2.1.2 Update to Dear ImGui 1.91.1

10 Sep 12:47
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  • Updated to Dear ImGui 1.91.1
  • Fixed wrongly build shared libs.

(Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.1)

Changes (since v1.91.0)

We are moving a few platform related handlers from the ImGuiIO to the ImGuiPlatformIO structure.

  • If you are using standard backends you'll have nothing to do.
  • If you are using a custom and or third-party backend: we kept a legacy redirection but consider updating (you can check by enabling IMGUI_DISABLE_OBSOLETE_FUNCTIONS. Most likely the only functions you used that have moved are GetClipboardTextFn/SetClipboardTextFn().
  • The ImGuiPlatformIO structure already existed in the docking branch to support multi-viewports, we are slowly introducing selected parts of it in the master branch in order to (in the future) add features related to e.g. querying monitor/desktop DPI scale.

Breaking Changes:

  • BeginChild(): renamed ImGuiChildFlags.Border to ImGuiChildFlags.Borders for consistency. Kept inline redirection flag (will obsolete).
  • IO: moved clipboard functions from ImGuiIO to ImGuiPlatformIO:
    • io.GetClipboardTextFn -> platform_io.PlatformGetClipboardTextFn
    • io.SetClipboardTextFn -> platform_io.PlatformSetClipboardTextFn
    • in function signatures, changed void* user_data to ImGuiContext* ctx for consistency with other functions. Pull your user data from platform_io.ClipboardUserData if used.
    • as this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
  • IO: moved other functions from ImGuiIO to ImGuiPlatformIO:
    • io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn (ocornut/imgui#7660)
    • io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn
    • io.PlatformLocaleDecimalPoint -> platform_io.Platform_LocaleDecimalPoint (ocornut/imgui#7389, ocornut/imgui#6719, ocornut/imgui#2278)
    • access those via GetPlatformIO() instead of GetIO(). (Because PlatformOpenInShellFn and PlatformSetImeDataFn were introduced extremely recently and often automatically set by core library and backends, we are exceptionally not maintaining a legacy redirection symbol for those two.)
  • Commented the old ImageButton() signature obsoleted in 1.89 (~August 2022). (ocornut/imgui#5533, ocornut/imgui#4471, ocornut/imgui#2464, ocornut/imgui#1390)
    • old ImageButton() used ImTextureId as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID)
    • new ImageButton() requires an explicit const char* str_id
    • old ImageButton() had a frame_padding override argument.
    • new ImageButton() always use style.FramePadding, which you can modify using PushStyleVar()/PopStyleVar().

Other Changes

  • IO: Added GetPlatformIO() and ImGuiPlatformIO, pulled from 'docking' branch, which is a centralized spot to connect os/platform/renderer related functions. Clipboard, IME and OpenInShell hooks are moved here. (ocornut/imgui#7660)
  • IO, InputText: fixed an issue where typing text in an InputText() would defer character processing by one frame, because of the trickling input queue. Reworked interleaved keys<>char trickling to take account for keys known to input characters. (ocornut/imgui#7889, ocornut/imgui#4921, ocornut/imgui#4858)
  • Windows: adjust default ClipRect to better match rendering of thick borders (which are in theory not supported). Compensate for the fact that borders are centered around the windows edge rather than inner. (ocornut/imgui#7887, ocornut/imgui#7888 + ocornut/imgui#3312, ocornut/imgui#7540, ocornut/imgui#3756, ocornut/imgui#6170, ocornut/imgui#6365)
  • Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID (for ID-less items such as Text element) in a way that works when item resizes. (ocornut/imgui#7945, ocornut/imgui#1485)
  • MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node using multi-select would incorrectly select it. (ocornut/imgui#7850)
  • MultiSelect+TreeNode: default open behavior is _OpenOnDoubleClick + _OpenOnArrow
    when used in a multi-select context without any ImGuiTreeNode_OpenOnXXX flags set. (ocornut/imgui#7850)
  • Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right by an extra pixel + rework the change so that contents doesn't overlap the bottom and right border in a scrolling table. (ocornut/imgui#6765, ocornut/imgui#3752, ocornut/imgui#7428)
  • Tables: fixed an issue resizing columns or querying hovered column/row when using multiple synched instances that are layed out at different X positions. (ocornut/imgui#7933)
  • Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (ocornut/imgui#7914)
  • InputText: allow callback to update buffer while in read-only mode. (ocornut/imgui_club#46)
  • InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (ocornut/imgui#4761, ocornut/imgui#7870)
  • TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (ocornut/imgui#7885, ocornut/imgui#7660)
  • Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target: a SetNextWindowPos() call won't be overridden. (ocornut/imgui#6973)
  • PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner, fixes preventing e.g. GetItemID() and other ID-based helper to work. (ocornut/imgui#7935, ocornut/imgui#3072)
  • Style: added PushStyleVarX(), PushStyleVarY() helpers to conveniently modify only one component of a ImVec2 var.
  • Fonts: made it possible to use PushFont()/PopFont() calls across Begin() calls. (ocornut/imgui#3224, ocornut/imgui#3875, ocornut/imgui#6398, ocornut/imgui#7903)

2.1.1 Added [Flags] attribute (No api changes)

18 Aug 17:18
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  • Added [Flags] attribute #10
  • Updated HexaGen to 1.1.1 and HexaGen.Runtime to 1.1.7

Full Changelog: 2.1.0...2.1.1

2.1.0 (Documentation and new code generator)

05 Aug 16:48
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  • Added Xml documentation from the original ImGui library (and placeholder comments).
  • Switched to the latest version of HexaGen.
  • Fixed wrongly mapped ImGuiID to uint.

Breaking Changes

  • ImGui.GetID() returns now a uint.

Full Changelog: 2.0.1...2.1.0

2.0.1 (VTable and .netstandard, ImVector<T>)

04 Aug 12:36
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  • Added .netstandard 2.0-2.1 support
  • Added VTable support (faster loading times)
  • Added a better wrapper for ImVector types.

What's Changed

Full Changelog: 1.1.0...2.0.1

2.0.0 VTable and .netstandard 2.0-2.1 support

31 Jul 20:12
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This is a pre-release version that may contain bugs.

  • Added .netstandard 2.0-2.1 support
  • Added VTable support (faster loading times)

Full Changelog: 1.0.4...2.0.0