- Feb 07, 2022
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ocornut authored
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ocornut authored
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ocornut authored
Backends: GLFW: Handle spurious leave/enter sequences apparently submitted by X11/GLFW combo. (#4984)
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Rokas Kupstys authored
# Conflicts: # backends/imgui_impl_opengl3.cpp # docs/CHANGELOG.txt
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ocornut authored
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- Feb 04, 2022
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Clownacy authored
Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(). Use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. (#4927) This is (kind of) an OpenGL-only function, which should be avoided when SDL2 isn't using OpenGL. The only alternative that is recommended is SDL_GetRendererOutputSize, which limits this fix to the SDL_Renderer backend. Still, I think it's better than nothing. I say that SDL_GL_GetDrawableSize is "kind of" OpenGL-only because it does technically work even when SDL2 isn't using OpenGL. It's just that it becomes a shim to SDL_GetWindowSize, which is not suitable for high-DPI usage because it reflects the size of the window in screen coordinates, not actual pixels, so it really should be avoided when not using OpenGL.
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Clownacy authored
SDL_PIXELFORMAT_RGBA32 is intended for byte arrays where the channels are specifically in the RGBA order. However, this is not what GetTexDataAsRGBA32 does: rather, it constructs an array where each pixel is an unsigned int in ABGR order. On little-endian platforms, this does indeed result in an RGBA byte order, however, on big-endian platforms, this results in an ABGR byte order, which does not match the PIXELFORMAT enum. What should be used is the SDL_PIXELFORMAT_ABGR8888 enum, which specifies that the pixels are in native-endian ABGR, which they are.
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- Feb 01, 2022
- Jan 31, 2022
- Jan 29, 2022
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ocornut authored
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- Jan 28, 2022
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ocornut authored
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- Jan 27, 2022
- Jan 26, 2022
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ocornut authored
Don't merge ImDrawCmd which have had their IdxOffset changed to not be sequential. Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd. This is bit of a weird edge case adding weight to ImDrawCmd merging, if we could rework the mess in RenderDimmedBackgroundBehindWindow() we may be able to undo some of that.
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- Jan 25, 2022
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ocornut authored
Shallow alignment of ImGuiKey stuff + moving some in internals. Internals: add offset to ImBitArray<>, simpify ActiveIdUsingKeyInputMask.
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- Jan 24, 2022
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ocornut authored
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ocornut authored
Popups: Fixed an issue when reopening a same popup multiple times would offset them by 1 pixel on the right. (#4936) Passing explicit ImGuiPopupFlags_MouseButtonRight to OpenPopupOnItemClick() calls somehow document the unusual (due to legacy) default value.
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ocornut authored
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sergeyn authored
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- Jan 22, 2022
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Clownacy authored
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- Jan 21, 2022
- Jan 20, 2022
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ocornut authored
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thedmd authored
Backends: OSX: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787)
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ocornut authored
Backends: SDL: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787)
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ocornut authored
Backends: GLFW: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787)
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ocornut authored
Backends: Win32: Add full gamepad support using io.AddKeyEvent(), io.AddKeyAnalogEvent(), stopped writing to io.NavInputs[]. (#4858, #787)
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ocornut authored
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ocornut authored
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ocornut authored
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Marcell Kiss authored
Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914)
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Rokas Kupstys authored
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