Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_vulkan.cpp
This commit is contained in:
ocornut
2025-09-04 18:06:35 +02:00
8 changed files with 111 additions and 44 deletions

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@@ -47,10 +47,21 @@ Other Changes:
ImGuiStyleVar_ScrollbarPadding enum, instead of hardcoded computed default. (#8895)
- Fonts: fixed an assertion failure when a rectangle entry has been reused
1024 times (e.g. due to constant change of font types). (#8906) [@cfillion]
- Fonts: fixed merging a font and specifying a font target in DstFont
that's not the last added font (regression in 1.92). (#8912)
- Clipper, Tables: added ImGuiListClipperFlags_NoSetTableRowCounters as a way to
disable the assumption that 1 clipper item == 1 table row, which breaks when
e.g. using clipper with ItemsHeight=1 in order to clip in pixel units. (#8886)
- Fixed Bullet() fixed tesselation amount which looked out of place in very large sizes.
- Nav: fixed Ctrl+Tab window appearing as empty when the sole active and focused
window has the ImGuiWindowFlags_NoNavFocus flag. (#8914)
- Bullet: fixed tesselation amount which looked out of place in very large sizes.
- InputText, InputInt, InputFloat: fixed an issue where using Escape to revert
would not write back the reverted value during the IsItemDeactivatedAfterEdit()
frame if the provided input buffer doesn't store temporary edits.
(regression in 1.91.7) (#8915, #8273)
- InputText: fixed an issue where using Escape with ImGuiInputTextFlags_EscapeClearsAll
would not write back the cleared value during the IsItemDeactivatedAfterEdit()
frame if the provided input buffer doesn't store temporary edits. (#8915, #8273)
- InputText: allow passing an empty string with buf_size==0. (#8907)
In theory the buffer size should always account for a zero-terminator, but idioms
such as using InputTextMultiline() with ImGuiInputTextFlags_ReadOnly to display
@@ -70,6 +81,8 @@ Other Changes:
- Backends: SDL_GPU: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and
PresentMode to configure how secondary viewports are created. Currently only used
multi-viewport mode. (#8892) [@PTSVU]
- Backends: Vulkan: added ImGui_ImplVulkan_CreateMainPipeline() to recreate pipeline
without reinitializing backend. (#8110, #8111) [@SuperRonan]
-----------------------------------------------------------------------

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@@ -19,7 +19,7 @@ or view this file with any Markdown viewer.
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
| [How can I create my own backend?](q-how-can-i-create-my-own-backend)
| [How can I create my own backend?](#q-how-can-i-create-my-own-backend)
| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |