diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 9a24bd72f..1cb16ad61 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -362,7 +362,7 @@ 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: +- 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] @@ -370,24 +370,6 @@ Other changes: 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 @@ -406,6 +388,25 @@ 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) - Examples: - Examples: Made many examples DPI aware by default. The single-viewport is basically: