Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_osx.mm
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	imgui.cpp
This commit is contained in:
ocornut
2025-03-30 16:42:28 +02:00
24 changed files with 121 additions and 88 deletions

View File

@@ -41,12 +41,28 @@ HOW TO UPDATE?
Breaking changes:
- Backends: SDL3: Fixed casing typo in function name: (#8509, #8163, #7998, #7988) [@puugz]
- Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData()
Other changes:
- IO: variations in analog-only components of gamepad events do not interfere
with trickling of mouse position events (#4921, #8508)
- Windows: fixed SetNextWindowCollapsed()/SetWindowCollapsed() breaking
codepath that preserve last contents size when collapsed, resulting in
programmatically uncollapsing auto-sizing windows having them flicker size
for a frame. (#7691) [@achabense]
- Nav: fixed assertion when holding gamepad FaceLeft/West button to open
CTRL+Tab windowing + pressing a keyboard key. (#8525)
- Error Handling: added better error report and recovery for extraneous
EndPopup() call. (#1651, #8499)
- Style, InputText: added ImGuiCol_InputTextCursor to configure color of
the InputText cursor/caret. (#7031)
- 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)
- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
memory ownership change. (#8530, #7801) [@Green-Sky]
Docking+Viewports Branch:
@@ -694,7 +710,7 @@ Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v
Breaking changes:
- Internals: using multiple overlayed ButtonBehavior() with same ID will now have the
- Internals: using multiple overlaid ButtonBehavior() with same ID will now have the
io.ConfigDebugHighlightIdConflicts=true feature emit a warning. (#8030)
It was one of the rare case where using same ID is legal. Workarounds:
- use single ButtonBehavior() call with multiple _MouseButton flags