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2.1.9 Dear ImGui 1.91.4

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@JunaMeinhold JunaMeinhold released this 20 Oct 14:22
· 1 commit to master since this release

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)