diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a3892a06b..0f4418fd6 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -78,6 +78,8 @@ Other changes: - 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) +- Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() + in a certain order. (#8595, #8250) - 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 diff --git a/docs/README.md b/docs/README.md index 9b437311a..701016a6a 100644 --- a/docs/README.md +++ b/docs/README.md @@ -120,7 +120,7 @@ See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so. -Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!** +Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory take you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!** Officially maintained backends/bindings (in repository): - Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU. diff --git a/imgui_tables.cpp b/imgui_tables.cpp index 6a84dba36..e1813110d 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1953,7 +1953,10 @@ void ImGui::TableEndRow(ImGuiTable* table) IM_ASSERT(table->IsInsideRow); if (table->CurrentColumn != -1) + { TableEndCell(table); + table->CurrentColumn = -1; + } // Logging if (g.LogEnabled)