Today's dear imgui bug: collapsed external windows are escaping. https://mastodon.gamedev.place/media/iPSHVgqsQgOX1-55wD8
dear imgui: notes about changes just merged: if you update to master (1.60 WIP) you'll need to fix 2 things in your app (call CreateContext/DestroyContext, remove Shutdown), see: https://github.com/ocornut/imgui/issues/1599
Gamepad+Keyboard controls are now available in the master branch (and will be marked Beta probably for a while). Here's a handy control guide if you are using imgui on a game console without mouse/synergy (same layout apply to PS4, Switch, Xbox).
*Me while writing code*
I'm a genius!
*Me reading code from three months ago*
I'm an idiot!
dear imgui: more r&d on virtual viewports + platform abstraction layer = magically dragging windows outside client area, creating display contexts dynamically etc. (there's still flickering on transitions).
The road toward turning all those r&d stuff (docking + magical platform windows) into a polished/shipped version is long but we're getting there. Probably half-way now?
dear imgui: proof of concept of virtual viewports. Single imgui context, multiple os windows. Viewports can be resized mid-frame. Lots of stuff left to solve/polish but it's progressing nicely. https://mastodon.gamedev.place/media/cfjupTVH_3cVadfXfrU
dear imgui 1.53 released: BeginCombo() api, beta drag and drop apis, default styles functions and 100+ other changes/fixes. https://github.com/ocornut/imgui/releases
https://mastodon.gamedev.place/media/0WrFrzwlvTid1UZ2LKY https://mastodon.gamedev.place/media/zXLmkENI5y1cpkWUc0A https://mastodon.gamedev.place/media/s_83VggWjDsPb6gpH80 https://mastodon.gamedev.place/media/B4M5Ydjewx16Fai_5h4
dear imgui: experimenting with drag and drop across multiple contexts and os windows
(it's a pandora's can of worms tho. I'm merely doing quick hacks to figure out steps ahead. (In this case it is 1 process, 2 os windows, 2 imgui contexts. I'll be probably working on virtual viewports so 1 imgui contexts can have multiple outputs, it's a change that would simplify a lots of things when using multiple os windows)
dear imgui: worked on a better/simplified BeginCombo api which should solve all the problems combo had: no reliance on indexes/random access, no need for a function for custom data. Ping me if interested in testing/feedbacking.
#introductions Hi everyone! I'm a programmer currently working for a mobile games studio in Barcelona (gameplay, mainly, but we end up being a bit generalist). I also prototype small games on my own every now and then.
Atm I'm using Unity at work, but I tend to prefer C++, and for jams and stuff like that I've been happily (for the most part) using Haxe.
Good mornings people! So this gamedev mastodon thing has been running for almost two weeks by now, and got to 1760 (not all are active ofc).
- Does it seem to be working?
- Is it useful?
- Any suggestions for improvements?
- Any other feedback?
#introductions hola everyone, I'm Megan, I run Glass Bottom Games, currently working on Spartan Fist: spartanfist.com - a first-person punching roguelike about punching dudes so hard they explode. Our previous games include Hot Tin Roof, which you've maybe heard of. I drink a lot of tea? Our games tend to have cats in them? Oh I'm a metalhead too. DEATH METAL WOO (especially fem lead death metal - The Agonist / Arch Enemy is my shiz). Uh, hi? This me. https://mastodon.gamedev.place/media/Jhf8K61sOl_oPIhQe1g
Among the things that are missing now, you should be able to merge two loose windows (which creates a sort of "anonymous/temporary" tab bar on the spot).. and lots of out-of-order issues to solve with the implementation.
The way the system work you can have multiple dockspace, or create one in a window, and move things between them. It's generally more flexible and featured than the Lumix engine implementation, but still very unfinished.
dear imgui: tabs/docking work in progress GIF (still a couple of small and big issues to fix but it's moving forward...) https://mastodon.gamedev.place/media/s-p-jOn1x0WpQ-hvxmo
C++ question: if in one compilation unit class A declares an operator (e.g. behind #ifdef block) and in another compilation unit same class A doesn't, will I end up with linking/other issues with any compilers/platforms? Class data layout is identical, operator is inline. I'm basically trying to turn my "it works here" into "can I safely ship those sources"..