Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
#	imgui.h
#	imgui_widgets.cpp
This commit is contained in:
ocornut
2025-04-23 14:42:36 +02:00
8 changed files with 86 additions and 20 deletions

View File

@@ -76,6 +76,8 @@ Other changes:
- The feature is unlikely to ever work properly when using a coarse clipper
such as ImGuiListClipper.
- TreeNode: fixed incorrect clipping of arrow/bullet when using ImGuiTreeNodeFlags_SpanAllColumns.
- Tables: fixed TableHeader() eager vertical clipping of text which may be noticeable
with FramePadding.y was too small. (#6236)
- Tabs: fixes small issues with how "..." ellipsis moved depending on visibility
of Close Button or Unsaved Document marker. (#8387)
- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
@@ -91,6 +93,10 @@ Other changes:
would use a +1 offset instead of advancing to the next UTF-8 codepoint. (#8540)
- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
the InputText cursor/caret. (#7031)
- Platform IME: added ImGuiPlatformImeData::ViewportId info (backported from Docking branch).
- Platform IME: added ImGuiPlatformImeData::WantTextInput which might set independently
of WantVisible. This is set in the same structure because activating text input generally
requires providing a window to the backend. (#8584, #6341)
- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
@@ -99,6 +105,8 @@ Other changes:
the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
- 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: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode]
- Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's