Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	examples/example_glfw_metal/main.mm
#	examples/example_glfw_opengl2/main.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_glfw_vulkan/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_sdlrenderer2/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_directx11/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_sdl3_sdlgpu3/main.cpp
#	examples/example_sdl3_sdlrenderer3/main.cpp
#	examples/example_sdl3_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	examples/example_win32_opengl3/main.cpp
#	examples/example_win32_vulkan/main.cpp
#	imgui_internal.h
This commit is contained in:
ocornut
2026-01-23 16:05:50 +01:00
66 changed files with 308 additions and 310 deletions

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@@ -128,12 +128,14 @@ Other Changes:
is enabled, creating side-effects when later disabling hinting or
dynamically switching to stb_truetype rasterizer.
- Post rescale GlyphOffset is always rounded.
- Adding new fonts after removing all fonts mid-frame properly updates current state.
- Textures:
- Fixed a building issue when ImTextureID is defined as a struct.
- Fixed displaying texture # in Metrics/Debugger window.
- Menus:
- Fixed MenuItem() label position and BeginMenu() arrow/icon/popup positions,
when used inside a line with a baseline offset.
- Made navigation into menu-bar auto wrap on X axis. (#9178)
- TreeNode:
- Fixed highlight position when used inside a line with a large text baseline offset.
(never quite worked in this situation; but then most of the time the text
@@ -154,6 +156,10 @@ Other Changes:
- Added ImGuiSliderFlags_ColorMarkers to opt-in adding R/G/B/A color markers
next to each components, in multi-components functions.
- Added a way to select a specific marker color.
- InputText:
- ImGuiInputTextCallbackData: SelectAll() also sets CursorPos to SelectionEnd.
- ImGuiInputTextCallbackData: Added SetSelection() helper.
- ImGuiInputTextCallbackData: Added ID and EventActive helpers. (#9174)
- Text, InputText:
- Reworked word-wrapping logic:
- Try to not wrap in the middle of contiguous punctuations. (#8139, #8439, #9094)
@@ -165,10 +171,13 @@ Other Changes:
- Nav:
- Fixed remote/shortcut InputText() not teleporting mouse cursor when
nav cursor is visible and `io.ConfigNavMoveSetMousePos` is enabled.
- Fixed a looping/wrapping issue when done in menu layer. (#9178)
- Scrollbar: fixed a codepath leading to a divide-by-zero (which would not be
noticeable by user but detected by sanitizers). (#9089) [@judicaelclair]
- InvisibleButton: allow calling with size (0,0) to fit to available content
size. (#9166, #7623)
- Tooltips, Disabled: fixed EndDisabledOverrideReenable() assertion when
nesting a tooltip in a disabled block. (#9180, #7640) [@RegimantasSimkus]
- Added GetItemFlags() in public API for consistency and to expose generic
flags of last submitted item. (#9127)
- Images:
@@ -184,28 +193,36 @@ Other Changes:
activated by SetNextItemShortcut(). (#9138)
- Error Handling:
- Improve error handling and recovery for EndMenu()/EndCombo(). (#1651, #9165, #8499)
- Improve error handling and recovery for TableSetupColumn().
- Debug Tools:
- Debug Log: fixed incorrectly printing characters in IO log when submitting
non-ASCII values to io.AddInputCharacter(). (#9099)
non-ASCII values to `io.AddInputCharacter()`. (#9099)
- Debug Log: can output to debugger on Windows. (#5855)
- Backends:
- GLFW: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary.
- DirectX10: added `SamplerNearest` in `ImGui_ImplDX10_RenderState`.
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
- DirectX11: added `SamplerNearest` in ImGui_ImplDX11_RenderState.
(+renamed `SamplerDefault` to `SamplerLinear`, which was tagged as beta API)
- GLFW: Avoid repeated `glfwSetCursor()` / `glfwSetInputMode()` unnecessary calls.
Lowers overhead for very high framerates (e.g. 10k+ FPS). [@maxliani]
- GLFW: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to
forcefully disable either. (#9109, #9116)
- OpenGL3: Fixed embedded loader multiple init/shutdown cycles broken on some
platforms. (#8792, #9112)
- SDL2, SDL3: changed `GetClipboardText()` handler to return NULL on error aka
clipboard contents is not text. Consistent with other backends. (#9168)
- SDL_GPU3: added `SamplerNearest` in `ImGui_ImplSDLGPU3_RenderState`.
- SDL_GPU3: macOS version can use MSL shaders in order to support macOS 10.14+
(vs Metallib shaders requiring macOS 14+). Requires application calling
SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. (#9076) [@Niminem]
`SDL_CreateGPUDevice()` with `SDL_GPU_SHADERFORMAT_MSL`. (#9076) [@Niminem]
- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
`cap.supportedCompositeAlpha`, which seems to be required on some Android
devices. (#8784) [@FelixStach]
- Win32: handle WM_IME_CHAR/WM_IME_COMPOSITION to support Unicode inputs on
- Win32: handle `WM_IME_CHAR`/`WM_IME_COMPOSITION` to support Unicode inputs on
MBCS (non-Unicode) Windows. (#9099, #3653, #5961) [@ulhc, @ocornut, @Othereum]
- Examples:
- Win32+DirectX12: ignore seemingly incorrect D3D12_MESSAGE_ID_FENCE_ZERO_WAIT
- Win32+DirectX12: ignore seemingly incorrect `D3D12_MESSAGE_ID_FENCE_ZERO_WAIT`
warning on startups on some setups. (#9084, #9093) [@RT2Code, @LeoGautheron]
Docking+Viewports Branch:

View File

@@ -678,8 +678,8 @@ ImGui::PushFont(new_font, 42.0f);
In `docking` branch or with multi-viewports:
```cpp
io.ConfigDpiScaleFonts = true; // Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // Scale Dear ImGui and Platform Windows when Monitor DPI changes.
io.ConfigDpiScaleFonts = true; // (Docking branch only) Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // (Docking branch only) Scale Dear ImGui and Platform Windows when Monitor DPI changes.
```
**Scaling style** (paddings, spacings, thicknesses)

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@@ -209,7 +209,7 @@ Dear ImGui is using software and services provided free of charge for open sourc
Credits
-------
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://youtu.be/w0oxBviRGlU) (PS Vita).
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).