Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_win32.cpp
This commit is contained in:
ocornut
2026-05-28 15:46:34 +02:00
9 changed files with 217 additions and 128 deletions

View File

@@ -423,6 +423,8 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
The new order is also more convenient as `flags` are less frequently used than `thickness` in real code.
- As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites.
- Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code.
- 2026/05/07 (1.92.8) - DrawList: changed value of `ImDrawFlags_Closed`. It was previously advertised as "always == 1" when introduced in 1.82 (2021/02), in order to facilitate backward compatibility with the legacy `bool closed` flag.
This guarantee has been removed. The bit is reserved and `AddPolyline()`, `PathStroke()` will assert when it is used.
- 2026/04/23 (1.92.8) - DrawList: obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`, which is part of our new standard draw callbacks. (#9378)
- 2026/04/22 (1.92.8) - Backends: Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler.
- When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
@@ -1565,6 +1567,7 @@ ImGuiStyle::ImGuiStyle()
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
InputTextCursorSize = 1.0f; // Thickness of cursor/caret in InputText().
SeparatorSize = 1.0f; // Thickness of border in Separator().
SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText().
SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
@@ -1642,6 +1645,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor);
DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor);
ColorMarkerSize = ImTrunc(ColorMarkerSize * scale_factor);
InputTextCursorSize = ImTrunc(InputTextCursorSize * scale_factor);
SeparatorSize = ImTrunc(SeparatorSize * scale_factor);
SeparatorTextBorderSize = ImTrunc(SeparatorTextBorderSize * scale_factor);
SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
@@ -6594,11 +6598,12 @@ bool ImGui::IsItemToggledOpen()
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
}
// Call after a Selectable() or TreeNode() involved in multi-selection.
// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block.
// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets
// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.)
// Call after a Selectable() or TreeNode() items inside a BeginMultiSelect()/EndMultiSelect() scope.
// - Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
// Outside of a multi-select block:
// - It would be misleading/ambiguous to report this signal, as widgets return e.g. a pressed event,
// and user code is in charge of altering selection in ways we cannot predict.
// Prefer using 'if (IsItemClicked() && !IsItemToggledOpen())' for a manual reimplementation of selection.
bool ImGui::IsItemToggledSelection()
{
ImGuiContext& g = *GImGui;
@@ -9596,6 +9601,8 @@ static void ImGui::UpdateTexturesNewFrame()
IM_ASSERT(atlas->RendererHasTextures == has_textures);
}
}
for (ImTextureData* tex : g.UserTextures)
ImTextureDataUpdateNewFrame(tex);
}
// Build a single texture list
@@ -9657,7 +9664,7 @@ ImFont* ImGui::GetDefaultFont()
return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0];
}
// EXPERIMENTAL. Use ImTextureDataQueueUpload() to queue updates.
// EXPERIMENTAL. Use ImTextureDataQueueUpload() to queue updates. Textures logic will be automatically be updated in NewFrame().
void ImGui::RegisterUserTexture(ImTextureData* tex)
{
ImGuiContext& g = *GImGui;