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Move imgui files to addons dir
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CHANGELOG.md

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@@ -5,6 +5,15 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](http://keepachangelog.com/)
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and this project adheres to [Semantic Versioning](http://semver.org/).
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## v0.3.1
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A minor release to clean up clutter in PSOBB installations.
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### Changed
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- The location of imgui.ini and imgui_log.txt have moved to the addons
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directory.
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## v0.3.0
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This release focuses on creating a resilient addon registration

addons/core_addonlist/init.lua

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@@ -18,7 +18,7 @@ init = function()
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return {
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name = "Core - Addon List",
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author = "Eidolon",
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version = "0.3.0",
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version = "0.3.1",
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description = "Shows a list of detected addons to the user.",
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present = present,
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toggleable = false,

addons/core_log/init.lua

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@@ -19,7 +19,7 @@ init = function()
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return {
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name = "Core - Log",
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author = "Eidolon",
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version = "0.3.0",
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version = "0.3.1",
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description = "Provides a log window for all log items to the pso_on_log callback.",
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present = present,
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toggleable = false,

addons/core_mainmenu/init.lua

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@@ -16,7 +16,7 @@ init = function()
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return {
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name = "Core - Main Menu",
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author = "Eidolon",
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version = "0.3.0",
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version = "0.3.1",
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description = "An addon main menu with hooks for adding buttons.",
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present = present,
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key_pressed = key_pressed,

addons/util/init.lua

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@@ -3,7 +3,7 @@ return {
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init = function()
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return {
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name = "Util",
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version = "0.3.0",
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version = "0.3.1",
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author = "Eidolon",
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description = "Core utilities",
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toggleable = false

bbmod/src/imgui/imgui.cpp

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@@ -153,8 +153,8 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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156-
- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
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If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
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- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
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If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
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However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
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This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color.
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ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
@@ -431,7 +431,7 @@
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io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese());
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Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
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A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
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A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
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All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will not work.
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In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
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You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
@@ -443,7 +443,7 @@
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As for text input, depends on you passing the right character code to io.AddInputCharacter(). The example applications do that.
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Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
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A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha,
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A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha,
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then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
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- tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
@@ -485,7 +485,7 @@
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- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
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- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now.
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- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
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- input text: flag to disable live update of the user buffer (also applies to float/int text input)
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- input text: flag to disable live update of the user buffer (also applies to float/int text input)
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- input text: resize behavior - field could stretch when being edited? hover tooltip shows more text?
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- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
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- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
@@ -800,8 +800,8 @@ ImGuiIO::ImGuiIO()
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DisplaySize = ImVec2(-1.0f, -1.0f);
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DeltaTime = 1.0f/60.0f;
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IniSavingRate = 5.0f;
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IniFilename = "imgui.ini";
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LogFilename = "imgui_log.txt";
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IniFilename = "addons/imgui.ini";
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LogFilename = "addons/imgui_log.txt";
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Fonts = &GImDefaultFontAtlas;
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FontGlobalScale = 1.0f;
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DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
@@ -833,7 +833,7 @@ ImGuiIO::ImGuiIO()
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WordMovementUsesAltKey = true; // OS X style: Text editing cursor movement using Alt instead of Ctrl
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ShortcutsUseSuperKey = true; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
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DoubleClickSelectsWord = true; // OS X style: Double click selects by word instead of selecting whole text
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MultiSelectUsesSuperKey = true; // OS X style: Multi-selection in lists uses Cmd/Super instead of Ctrl
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MultiSelectUsesSuperKey = true; // OS X style: Multi-selection in lists uses Cmd/Super instead of Ctrl
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#endif
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}
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@@ -1655,8 +1655,8 @@ bool ImGuiListClipper::Step()
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{
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if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
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{
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ItemsCount = -1;
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return false;
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ItemsCount = -1;
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return false;
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}
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if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
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{
@@ -2502,12 +2502,12 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
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// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
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IM_ASSERT(draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
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IM_ASSERT(draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
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IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
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// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
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// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
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IM_ASSERT((int64_t)draw_list->_VtxCurrentIdx <= ((int64_t)1L << (sizeof(ImDrawIdx)*8))); // Too many vertices in same ImDrawList. See comment above.
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out_render_list.push_back(draw_list);
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GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
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GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
@@ -4002,7 +4002,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
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// Apply minimum/maximum window size constraints and final size
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ApplySizeFullWithConstraint(window, window->SizeFull);
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window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull;
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// POSITION
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// Position child window
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// Update ContentsRegionMax. All the variable it depends on are set above in this function.
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window->ContentsRegionRect.Min.x = -window->Scroll.x + window->WindowPadding.x;
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window->ContentsRegionRect.Min.x = -window->Scroll.y + window->WindowPadding.y + window->TitleBarHeight() + window->MenuBarHeight();
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window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
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window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
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window->ContentsRegionRect.Max.x = -window->Scroll.x - window->WindowPadding.x + (window->SizeContentsExplicit.x != 0.0f ? window->SizeContentsExplicit.x : (window->Size.x - window->ScrollbarSizes.x));
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window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
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// Setup drawing context
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window->DC.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;
@@ -5473,7 +5473,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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SetActiveID(0);
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}
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5476-
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
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// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
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// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
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if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
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pressed = true;

bbmod/version.rc

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