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Docs: reformat Changelog.
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@@ -362,7 +362,7 @@ Other changes:
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requires providing a window to the backend. (#8584, #6341)
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requires providing a window to the backend. (#8584, #6341)
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- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
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- Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
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- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
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- Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
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- Backends:
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- Renderer Backends:
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- Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5:
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- Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5:
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- Added ImGuiBackendFlags_RendererHasTextures support. (#8465, #3761, #3471)
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- Added ImGuiBackendFlags_RendererHasTextures support. (#8465, #3761, #3471)
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[@ocornut, @ShironekoBen, @thedmd]
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[@ocornut, @ShironekoBen, @thedmd]
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@@ -370,24 +370,6 @@ Other changes:
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Available if you want to start uploading textures right after ImGui::Render() and without
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Available if you want to start uploading textures right after ImGui::Render() and without
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waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or
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waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or
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multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860)
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multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860)
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- Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
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helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
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GLFW version checks + returning 1.0f on Apple platform.
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- Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
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helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
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on Apple platforms. SDL3 already does this by default.
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- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
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would fail to claim it again the next subsequent click. (#8594)
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- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
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regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
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- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
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call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
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the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
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- Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
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- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
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memory ownership change. (#8530, #7801) [@Green-Sky]
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- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
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way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
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- Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing
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- Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing
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to load fonts between the Init and NewFrames calls.
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to load fonts between the Init and NewFrames calls.
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- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
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- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
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@@ -406,6 +388,25 @@ Other changes:
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- Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples
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- Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples
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and by multi-viewports implementation, which would typically trigger errors while detaching
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and by multi-viewports implementation, which would typically trigger errors while detaching
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secondary viewports. (#8600, #8176) [@ChrisTom-94]
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secondary viewports. (#8600, #8176) [@ChrisTom-94]
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- Platform Backends:
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- Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
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helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
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GLFW version checks + returning 1.0f on Apple platform.
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- Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
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helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
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on Apple platforms. SDL3 already does this by default.
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- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
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would fail to claim it again the next subsequent click. (#8594)
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- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
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regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
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- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
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call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
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the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
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- Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
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- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
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memory ownership change. (#8530, #7801) [@Green-Sky]
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- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
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way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
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- Examples:
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- Examples:
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- Examples: Made many examples DPI aware by default.
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- Examples: Made many examples DPI aware by default.
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The single-viewport is basically:
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The single-viewport is basically:
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