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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_win32.cpp
This commit is contained in:
19
imgui.cpp
19
imgui.cpp
@@ -423,6 +423,8 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
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The new order is also more convenient as `flags` are less frequently used than `thickness` in real code.
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- As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites.
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- Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code.
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- 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.
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This guarantee has been removed. The bit is reserved and `AddPolyline()`, `PathStroke()` will assert when it is used.
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- 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)
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- 2026/04/22 (1.92.8) - Backends: Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler.
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- When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler.
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@@ -1565,6 +1567,7 @@ ImGuiStyle::ImGuiStyle()
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ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
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ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
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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.
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InputTextCursorSize = 1.0f; // Thickness of cursor/caret in InputText().
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SeparatorSize = 1.0f; // Thickness of border in Separator().
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SeparatorTextBorderSize = 3.0f; // Thickness of border in SeparatorText().
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SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
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@@ -1642,6 +1645,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
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DragDropTargetBorderSize = ImTrunc(DragDropTargetBorderSize * scale_factor);
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DragDropTargetPadding = ImTrunc(DragDropTargetPadding * scale_factor);
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ColorMarkerSize = ImTrunc(ColorMarkerSize * scale_factor);
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InputTextCursorSize = ImTrunc(InputTextCursorSize * scale_factor);
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SeparatorSize = ImTrunc(SeparatorSize * scale_factor);
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SeparatorTextBorderSize = ImTrunc(SeparatorTextBorderSize * scale_factor);
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SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor);
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@@ -6594,11 +6598,12 @@ bool ImGui::IsItemToggledOpen()
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return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
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}
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// Call after a Selectable() or TreeNode() involved in multi-selection.
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// Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
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// This is only meant to be called inside a BeginMultiSelect()/EndMultiSelect() block.
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// (Outside of multi-select, it would be misleading/ambiguous to report this signal, as widgets
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// return e.g. a pressed event and user code is in charge of altering selection in ways we cannot predict.)
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// Call after a Selectable() or TreeNode() items inside a BeginMultiSelect()/EndMultiSelect() scope.
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// - Useful if you need the per-item information before reaching EndMultiSelect(), e.g. for rendering purpose.
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// Outside of a multi-select block:
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// - It would be misleading/ambiguous to report this signal, as widgets return e.g. a pressed event,
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// and user code is in charge of altering selection in ways we cannot predict.
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// Prefer using 'if (IsItemClicked() && !IsItemToggledOpen())' for a manual reimplementation of selection.
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bool ImGui::IsItemToggledSelection()
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{
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ImGuiContext& g = *GImGui;
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@@ -9596,6 +9601,8 @@ static void ImGui::UpdateTexturesNewFrame()
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IM_ASSERT(atlas->RendererHasTextures == has_textures);
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}
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}
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for (ImTextureData* tex : g.UserTextures)
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ImTextureDataUpdateNewFrame(tex);
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}
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// Build a single texture list
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@@ -9657,7 +9664,7 @@ ImFont* ImGui::GetDefaultFont()
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return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0];
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}
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// EXPERIMENTAL. Use ImTextureDataQueueUpload() to queue updates.
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// EXPERIMENTAL. Use ImTextureDataQueueUpload() to queue updates. Textures logic will be automatically be updated in NewFrame().
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void ImGui::RegisterUserTexture(ImTextureData* tex)
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{
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ImGuiContext& g = *GImGui;
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