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IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers(). Backends: call those on Shutdown(). (#8945, #2769)
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp # docs/CHANGELOG.txt # imgui.h
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@@ -24,6 +24,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown.
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// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414)
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// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727)
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// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors.
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@@ -662,6 +663,7 @@ void ImGui_ImplSDL3_Shutdown()
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplSDL3_ShutdownMultiViewportSupport();
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@@ -674,6 +676,7 @@ void ImGui_ImplSDL3_Shutdown()
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io.BackendPlatformName = nullptr;
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io.BackendPlatformUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport);
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platform_io.ClearPlatformHandlers();
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IM_DELETE(bd);
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}
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