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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_opengl3.cpp
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@@ -52,10 +52,26 @@ Other Changes:
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for user code to bypass it without using a clickable item. (#9382)
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- Clicking on a window's empty-space to move/focus a window checks
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for lack of queued focus request. (#9382)
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- Fixed double-click collapse toggle not owning the mouse button. If a
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`SetNextWindowPos()` with pivot was queued in the same frame, the second
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click could trigger another item in the same window. (#9439) [@Cleroth]
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- InputText:
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- Added `style.InputTextCursorSize` to configure cursor/caret thickness. (#7031, #9409)
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This is automatically scaled by `style.ScaleAllSizes()`.
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- Tables:
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- Redesigned/rewrote code to reconcile columns and settings on topology changes. (#9108)
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- When a column label is passed to TableSetupColumn(), the underlying identifier
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is used to match live columns data and .ini settings data when changing.
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This makes it possible to add/remove columns from a table without losing
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neither live data neither .ini settings data.
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- PS: Note that this is distinct from toggling column visibility or reordering
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columns, which was always possible. The new matching makes it easier to create
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tables that are entirely customized by user or code, without losing state.
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- Columns without identifiers or with duplicate identifiers are matched
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sequentially, matching old behavior.
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- Column ID are stored in .ini file.
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- Code is being tested both for live topology changes and for loading .ini
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data with mismatched topology.
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- Context Menu: added a "Reset" sub-menu with a "Reset Visibility" option.
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(which is greyed out when using default settings)
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- Headers: fixed label being clipped early to reserve space for a sort marker
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@@ -71,6 +87,9 @@ Other Changes:
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calling ClearFonts() during rendering.
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- Fixed an issue where passing a manually created ImFontAtlas to CreateContext() would
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incorrectly destroy it in DestroyContext() when ref-count gets back to zero. (#9426)
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- Nav:
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- Fixed context menu activation with gamepad erroneously testing for _NavEnableKeyboard
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instead of _NavEnableGamepad. (#9454, #8803, #9270) [@Clownacy]
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- DrawList:
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- Minor optimization to `AddLine()`, `AddLineH()`, `AddLineV()` functions. (#4091)
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- Added `ImDrawListFlags_TextNoPixelSnap` to disable snapping of AddText()
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@@ -86,6 +105,8 @@ Other Changes:
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- OpenGL3:
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- GLSL version detection assume GLSL 410 when GL context is 4.1.
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Fixes an issue running on macOS with Wine. [#9427, #6577) [@perminovVS]
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- Expose selected render state in ImGui_ImplOpenGL3_RenderState, allowing to
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dynamically select between use of glBindSampler() and glTexParameter(). (#9378)
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- Win32:
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- Uses `SetProcessDpiAwarenessContext()` instead of `SetThreadDpiAwarenessContext()`
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when available, fixing OpenGL DPI scaling issues as e.g. NVIDIA drivers tends
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@@ -152,6 +173,8 @@ Breaking Changes:
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- DirectX10, DirectX11, SDLGPU3, Vulkan: removed samplers from `ImGui_ImplXXXX_RenderState`.
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Prefer to use backend-agnostic DrawCallback_SetSamplerLinear which works everywhere! (#9378)
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If there is a legit need/request for them or any render state we can always add them back.
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- OpenGL3: the new sampler support system prioritize using glBindSampler() when available,
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which would override glTexParameter() settings you may have set on custom textures. (#9378)
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Other Changes:
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