omar
omar
It is fine to use glfwGetGamepadState() if it solves more problems, we just need a compile-time alternative for pre 3.3 reverting to existing code (which may also be improved)
Hello, I understand why you may want this, but this makes zero effort at acknowledging the multiplatform-ness of dear imgui, so that's not something we can merge. I first suggest...
Hello, Thanks @bvgastel for that work. I won't have time to dig into this soon but FYI it is expected we switch to a modal where glyphes will be rasterized...
> There's not really much more to say about it. As a rule of thumb things are never as simple, so good to provide details. "acting weird" is ambiguous, it...
Thank you. Will investigate this later. The sorting arrows in Tables also uses this with a small-ish scale factor. Should be reasonable to work toward making them consistent.
Thanks for the PR. Some quick feedback: - please squash into single commit. - missing break statement in ImGui_ImplSDL2_ProcessEvent() - ImGuiBackendFlags_HasGamepad is now set in two places. - why exactly...
> My suspicion is that earlier versions of SDL (I'm using 2.0.14) did not require this lib, so the build worked fine, but some newer version now needs it. But...
By the way what it means @simuuz is I think you'll probably run into the same issue in your own memory watcher, so worth investigating a solution for the precision...
> is this fixed now? Nope. > I needed something similar in the past so i adapted original scrollbar code to work with 64bit integers. You may test using that:...
I have pushed variety of tweaks/fixes to improve this from multiple angles. It's a bit fragile but basically in the situation where a very large range window always use the...