Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_wgpu.cpp
#	backends/imgui_impl_wgpu.h
This commit is contained in:
ocornut
2025-06-13 17:43:30 +02:00
10 changed files with 202 additions and 120 deletions

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@@ -41,11 +41,14 @@ HOW TO UPDATE?
THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015!
I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES,
BUT INEVITABLY SOME USERS WILL BE AFFECTED.
BUT INEVITABLY SOME USERS OR THIRD-PARTY EXTENSIONS WILL BE AFFECTED.
IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS,
PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO:
https://github.com/ocornut/imgui/issues/
If you are using custom widgets, internals or third-party extension that are somehow
breaking and aren't obvious how to solve, please post in Issues so we can gather
data and share solutions that may help others.
As part of the plan to reduce impact of API breaking changes, several unfinished
changes/features/refactors related to font and text systems and scaling will be
@@ -115,8 +118,8 @@ Breaking changes:
to 4096 but that limit isn't necessary anymore, and Renderer_TextureMaxWidth covers this)
However you may set TexMinWidth = TexMaxWidth for the same effect.
- Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on
ImGuiContext to create one, you'll need to set the atlas->RendererHasTextures field
and call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't.
ImGuiContext to create one, you'll need to call ImFontAtlasUpdateNewFrame() yourself.
An assert will trigger if you don't.
- Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using
PushFontSize(style.FontSizeBase * factor) or to manipulate other scaling factors.
- Fonts: obsoleted ImFont::Scale which is not useful anymore.
@@ -302,6 +305,7 @@ Other changes:
codepath that preserve last contents size when collapsed, resulting in
programmatically uncollapsing auto-sizing windows having them flicker size
for a frame. (#7691) [@achabense]
- Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683)
- Windows: loosened code to allow hovering of resize grips, borders, and table
borders while hovering a sibling child window, so that the code in master matches
one in docking (they accidentally diverged). (#8554)
@@ -365,32 +369,14 @@ Other changes:
requires providing a window to the backend. (#8584, #6341)
- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
- Backends:
- Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, Allegro5:
- Renderer Backends:
- Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5:
- Added ImGuiBackendFlags_RendererHasTextures support. (#8465, #3761, #3471)
[@ocornut, @ShironekoBen, @thedmd]
- Added ImGui_ImplXXXX_UpdateTexture(ImTextureData* tex) functions for all backend.
Available if you want to start uploading textures right after ImGui::Render() and without
waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or
multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860)
- Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
GLFW version checks + returning 1.0f on Apple platform.
- Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
on Apple platforms. SDL3 already does this by default.
- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
would fail to claim it again the next subsequent click. (#8594)
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
- Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
memory ownership change. (#8530, #7801) [@Green-Sky]
- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
- Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing
to load fonts between the Init and NewFrames calls.
- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
@@ -409,6 +395,27 @@ Other changes:
- Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples
and by multi-viewports implementation, which would typically trigger errors while detaching
secondary viewports. (#8600, #8176) [@ChrisTom-94]
- Platform Backends:
- Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
GLFW version checks + returning 1.0f on Apple platform.
- Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
on Apple platforms. SDL3 already does this by default.
- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
would fail to claim it again the next subsequent click. (#8594)
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
- Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
memory ownership change. (#8530, #7801) [@Green-Sky]
- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
- Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing
our view. (#8644) [@BingoXuan]
- Examples:
- Examples: Made many examples DPI aware by default.
The single-viewport is basically:

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@@ -105,6 +105,7 @@ io.Fonts->AddFontDefault();
```
**Load .TTF/.OTF file with:**
🆕 **Since 1.92, with an up to date backend: passing a size is not necessary**
```cpp
ImGuiIO& io = ImGui::GetIO();
@@ -377,7 +378,7 @@ TL;DR; With the new system, it is recommended that you create a custom `ImFontLo
You can ask questions in [#8466](https://github.com/ocornut/imgui/issues/8466).
🆕 **Before 1.92:**
**Before 1.92:**
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**