Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_opengl3.cpp
This commit is contained in:
ocornut
2026-06-24 16:03:19 +02:00
10 changed files with 401 additions and 103 deletions

View File

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