@@ -32,14 +32,16 @@ HOW TO UPDATE?
32
32
33
33
34
34
-----------------------------------------------------------------------
35
- VERSION 1.87 WIP (In Progress )
35
+ VERSION 1.87 (Released 2022-02-07 )
36
36
-----------------------------------------------------------------------
37
37
38
+ Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.87
39
+
38
40
Breaking Changes:
39
41
40
42
- Removed support for pre-C++11 compilers. We'll stop supporting VS2010. (#4537)
41
43
- Reworked IO mouse input API: (#4921, #4858) [@thedmd, @ocornut]
42
- - Added io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions,
44
+ - Added io.AddMousePosEvent(), io. AddMouseButtonEvent(), io. AddMouseWheelEvent() functions,
43
45
obsoleting writing directly to io.MousePos, io.MouseDown[], io.MouseWheel, etc.
44
46
- This enable input queue trickling to support low framerates. (#2787, #1992, #3383, #2525, #1320)
45
47
- Reworked IO keyboard input API: (#4921, #2625, #3724) [@thedmd, @ocornut]
@@ -70,10 +72,9 @@ Breaking Changes:
70
72
so ImGuiKey values can still express a legacy native keycode, and new named keys are all >= 512.
71
73
- This will enable a few things in the future:
72
74
- Access to portable keys allows for backend-agnostic keyboard input code. Until now it was difficult
73
- to share code using keyboard accross project because of this gap. (#2625, #3724)
75
+ to share code using keyboard across project because of this gap. (#2625, #3724)
74
76
- Access to full key ranges will allow us to develop a proper keyboard shortcut system. (#456)
75
- - io.AddKeyEvent() will later be turned into a trickling IO queue (for all inputs) to handle very low framerate better. (#2525, #2787, #3383)
76
- - io.SetKeyEventNativeData() include native keycode/scancode which will later be exposed. (#3141, #2959)
77
+ - io.SetKeyEventNativeData() include native keycode/scancode which may later be exposed. (#3141, #2959)
77
78
- Reworked IO nav/gamepad input API and unifying inputs sources: (#4921, #4858, #787)
78
79
- Added full range of ImGuiKey_GamepadXXXX enums (e.g. ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadR2) to use with
79
80
io.AddKeyEvent(), io.AddKeyAnalogEvent().
@@ -110,7 +111,8 @@ Other Changes:
110
111
handled by core automatically for all kind of inputs. (#4858, #2787, #1992, #3383, #2525, #1320)
111
112
- New IO functions for keyboard/gamepad: AddKeyEvent(), AddKeyAnalogEvent().
112
113
- New IO functions for mouse: AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent().
113
- - Fixed CTRL+Tab into an empty window causing artefacts on the highlight rectangle due to bad reordering on ImDrawCmd.
114
+ - IO: Unified key enums allow using key functions on key mods and gamepad values.
115
+ - Fixed CTRL+Tab into an empty window causing artifacts on the highlight rectangle due to bad reordering on ImDrawCmd.
114
116
- Fixed a situation where CTRL+Tab or Modal can occasionally lead to the creation of ImDrawCmd with zero triangles,
115
117
which would makes the draw operation of some backends assert (e.g. Metal with debugging). (#4857)
116
118
- Popups: Fixed a regression crash when a new window is created after a modal on the same frame. (#4920) [@rokups]
@@ -128,30 +130,30 @@ Other Changes:
128
130
- Platform IME: add ImGuiPlatformImeData::InputLineHeight. (#3113) [@liuliu]
129
131
- Platform IME: [windows] call ImmSetCandidateWindow() to position candidate window.
130
132
- Backends: GLFW: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
131
- We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of every
133
+ We are now converting GLFW untranslated keycodes back to translated keycodes in order to match the behavior of
132
134
other backend, and facilitate the use of GLFW with lettered-shortcuts API. (#456, #2625)
133
- - Backends: GLFW: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time . (#2625)
134
- - Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858 )
135
+ - Backends: GLFW: Submit keys and key mods using io.AddKeyEvent() . (#2625, #4921 )
136
+ - Backends: GLFW: Submit mouse data using io.AddMousePosEvent(), io. AddMouseButtonEvent(), io. AddMouseWheelEvent() functions. (#4921 )
135
137
- Backends: GLFW: Retrieve mouse position using glfwSetCursorPosCallback() + fallback when focused but not hovered/captured.
136
- - Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858 )
138
+ - Backends: GLFW: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921 )
137
139
- Backends: GLFW: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing
138
140
callbacks after iniitializing backend. (#4981)
139
- - Backends: Win32: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time . (#2625)
141
+ - Backends: Win32: Submit keys and key mods using io.AddKeyEvent() . (#2625, #4921 )
140
142
- Backends: Win32: Retrieve mouse position using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback when focused but not hovered/captured.
141
- - Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858 )
143
+ - Backends: Win32: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921 )
142
144
- Backends: Win32: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
143
- - Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858 )
144
- - Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts.
145
+ - Backends: Win32: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921 )
146
+ - Backends: SDL: Pass localized keys (matching keyboard layout). Fix e.g. CTRL+A, CTRL+Z, CTRL+Y shortcuts. (#456, #2625)
145
147
- Backends: SDL: Submit key data using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
146
148
- Backends: SDL: Retrieve mouse position using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback when focused but not hovered/captured.
147
- - Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858 )
149
+ - Backends: SDL: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921 )
148
150
- Backends: SDL: Maintain a MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
149
- - Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858 )
151
+ - Backends: SDL: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921 )
150
152
- Backends: Allegro5: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
151
- - Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858 )
153
+ - Backends: Allegro5: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921 )
152
154
- Backends: OSX: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
153
- - Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858 )
154
- - Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858 )
155
+ - Backends: OSX: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4921 )
156
+ - Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4921 )
155
157
- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
156
158
- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
157
159
- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups]
@@ -164,7 +166,7 @@ Other Changes:
164
166
- Backends: Metal: Added Apple Metal C++ API support. (#4824, #4746) [@luigifcruz]
165
167
Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file.
166
168
- Backends: Metal: Ignore ImDrawCmd where ElemCount == 0, which are normally not emitted by the library but
167
- can theorically be created by user code manipulating a ImDrawList. (#4857)
169
+ can theoretically be created by user code manipulating a ImDrawList. (#4857)
168
170
- Backends: Vulkan: Added support for ImTextureID as VkDescriptorSet, add ImGui_ImplVulkan_AddTexture(). (#914) [@martty]
169
171
- Backends: SDL_Renderer: Fix texture atlas format on big-endian hardware (#4927) [@Clownacy]
170
172
- Backends: WebGPU: Fixed incorrect size parameters in wgpuRenderPassEncoderSetIndexBuffer() and
@@ -175,6 +177,8 @@ Other Changes:
175
177
VERSION 1.86 (Released 2021-12-22)
176
178
-----------------------------------------------------------------------
177
179
180
+ Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.86
181
+
178
182
Breaking Changes:
179
183
180
184
- Removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges.
@@ -271,6 +275,8 @@ Other Changes:
271
275
VERSION 1.85 (Released 2021-10-12)
272
276
-----------------------------------------------------------------------
273
277
278
+ Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.85
279
+
274
280
This is the last release officially supporting C++03 and Visual Studio 2008/2010. (#4537)
275
281
We expect that the next release will require a subset of the C++11 language (VS 2012~, GCC 4.8.1, Clang 3.3).
276
282
We may use some C++11 language features but we will not use any C++ library headers.
0 commit comments