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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp
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@@ -78,6 +78,8 @@ Other changes:
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- TreeNode: fixed incorrect clipping of arrow/bullet when using ImGuiTreeNodeFlags_SpanAllColumns.
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- Tables: fixed TableHeader() eager vertical clipping of text which may be noticeable
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with FramePadding.y was too small. (#6236)
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- Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect()
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in a certain order. (#8595, #8250)
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- Tabs: fixes small issues with how "..." ellipsis moved depending on visibility
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of Close Button or Unsaved Document marker. (#8387)
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- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
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@@ -98,6 +100,8 @@ Other changes:
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of WantVisible. This is set in the same structure because activating text input generally
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requires providing a window to the backend. (#8584, #6341)
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- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
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- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
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would fail to claim it again the next subsequent click. (#8594)
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- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
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regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
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- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
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@@ -107,11 +111,21 @@ Other changes:
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memory ownership change. (#8530, #7801) [@Green-Sky]
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- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
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way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
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- Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing
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to load fonts between the Init and NewFrames calls.
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- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
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were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode]
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- Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599)
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- Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's
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pColorAttachmentFormats buffer when set, in order to reduce common user-error of
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specifying a pointer to data that gets out of scope. (#8282)
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- Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr()
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+ try both non-KHR and KHR versions. (#8600, #8326, #8365) [@ChrisTom-94]
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- Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples
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and by multi-viewports implementation, which would typically trigger errors while detaching
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secondary viewports. (#8600, #8176) [@ChrisTom-94]
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- Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to
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get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) [@dooann]
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Docking+Viewports Branch:
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@@ -120,7 +120,7 @@ See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started)
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On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory take you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
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Officially maintained backends/bindings (in repository):
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
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