ocornut
3ac624b795
Update FAQ.md typos. ( #8862 )
2025-10-03 18:26:06 +02:00
omar
a97b0c32ab
Update FAQ.md
2025-10-02 20:31:14 +02:00
ocornut
bcf722e637
Docs: updated FAQ "What is the difference between Dear ImGui and traditional UI toolkits?". ( #8862 )
2025-10-02 20:14:43 +02:00
ocornut
8c22b8aef6
Textures: allowed backend to destroy texture while inside the NewFrame/EndFrame scope. ( #8811 )
2025-10-01 18:39:40 +02:00
ocornut
fc4105c8a8
Backends: DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3: ensure that a texture in _WantDestroy state always turn to _Destroyed. ( #8977 )
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Amend 9809b0b
. Strictly speaking this is not necessary anymore but it seems generally sane to promote this.
2025-10-01 17:49:22 +02:00
ocornut
ea564a6a5e
Textures: fixed a crash if a texture marked as _WantDestroy by a backend after it had already been destroyed. ( #8977 , #8811 )
2025-10-01 17:40:20 +02:00
ocornut
9809b0b061
Textures: Fixed not updating ImTextureData's RefCount when destroying a context using a shared ImFontAtlas. ( #8975 )
2025-10-01 14:59:53 +02:00
ocornut
b987970870
Textures: fixed an issue preventing multi-contexts sharing a ImFontAtlas from being possible to destroy in any order.
2025-10-01 14:59:40 +02:00
omar
a3d6e82dbd
Update README.md
2025-09-30 16:26:27 +02:00
ocornut
3dafd9e898
Backends: DirectX12: enable swapchain tearing if available. ( #8965 )
2025-09-29 18:36:13 +02:00
ocornut
5cd83e689e
Backends: DirectX12: amend changelog to clarify fixes. ( #3463 , #5018 )
2025-09-29 16:34:27 +02:00
Rémy Tassoux
5ce903af6e
Backends: DX12: Use one fence instead of one by viewport. (master) ( #8961 )
2025-09-29 16:15:46 +02:00
Rémy Tassoux
bab3ebec14
Backends: DX12: Rework synchronization logic. (master) ( #8961 )
2025-09-29 16:14:53 +02:00
ocornut
e459e5bf0a
Backends: GLFW: fixed build on platform that are neither Windows, macOS or known Unixes. ( #8969 , #8920 , #8921 )
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Fix 10d0162
.
x
2025-09-29 16:12:33 +02:00
Rémy Tassoux
217bc445ff
Backends: DirectX12: reuse a command list and allocator for texture uploads. ( #8963 , #8465 )
2025-09-29 15:45:17 +02:00
ocornut
1c87024840
InputText: fixed single-line InputText() not applying fine character clipping properly (regression in 1.92.3). ( #8967 )
2025-09-29 13:38:27 +02:00
ocornut
3470e6112b
(Breaking) Backends: Vulkan: moved fields in ImGui_ImplVulkan_InitInfo: RenderPass, Subpass, MSAASamples, PipelineRenderingCreateInfo. ( #8946 , #8110 , #8111 , #8686 )
2025-09-26 18:23:51 +02:00
ocornut
e312b99296
(Breaking) Backends: Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. ( #8110 , #8111 )
2025-09-26 18:18:33 +02:00
ocornut
5fe962216a
(Breaking) Backends: Vulkan: added 'VkImageUsageFlags image_usage' parameter to ImGui_ImplVulkanH_CreateOrResizeWindow(). ( #8946 , #8110 , #8111 , #8686 )
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Default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT.
2025-09-26 18:12:47 +02:00
johan0A
01686c6294
Backends: Vulkan: added a way to specify custom vertex/fragment shaders. ( #8585 , #8271 )
2025-09-26 15:44:02 +02:00
ocornut
cee40f8af9
Examples: made examples's main.cpp consistent with returning 1 on error.
2025-09-24 17:48:48 +02:00
ocornut
719ea9c228
Comments
2025-09-24 15:00:24 +02:00
ocornut
f61a7ef222
Backends: SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our window is hovered. Fix mouse coordinate issue in fullscreen apps with macOS notch + better X11 perfs. ( #7919 , #7786 )
2025-09-24 14:48:33 +02:00
ocornut
e1aea42e45
Windows: add resize grips for child windows with both ResizeX+ResizeY. Amends. ( #8501 )
2025-09-23 16:55:37 +02:00
ocornut
5f6eaa5278
Backends: Win32: minor optimization not submitting gamepad input if packet number has not changed. ( #8556 )
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To be honest I don't believe this is valuable as an optimization, but it makes debug stepping a little nicer.
2025-09-23 16:30:07 +02:00
ocornut
d701ffb478
Examples: added SDL3+DirectX11 example. Minor amends + fix both SDL2/SDL3+DirectX11 to allow WARP driver. ( #8956 , #8957 )
2025-09-22 21:38:33 +02:00
ocornut
301e652376
Backends: OpenGL3: fixed GL loader to work on Haiku OS which does not support. ( #8952 )
2025-09-22 16:04:59 +02:00
ocornut
dc0198a7e4
CI: update Windows Vulkan scripts. Amends. ( #8925 )
2025-09-22 12:45:18 +02:00
ocornut
46e6382b69
Added type formatters for the LLDB debuggers (e.g. Xcode, Android Studio) ( #8950 )
2025-09-22 12:26:53 +02:00
ocornut
d4f722d5b2
IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers(). Backends: call those on Shutdown(). ( #8945 , #2769 )
2025-09-18 16:58:50 +02:00
ocornut
0e7cd694eb
Version 1.92.4 WIP
2025-09-18 15:38:46 +02:00
ocornut
1c544ee941
Version 1.92.3
2025-09-17 18:37:56 +02:00
ocornut
9cf9d2be83
Debug Tools: ID Stack Tool: fixed a crash when using PushOverrideID(0) during a query. ( #8937 , #4631 )
2025-09-17 18:06:45 +02:00
ocornut
f6890ed007
Nav, Inputs: fixed a crash that could occur when opening a popup following the processing of a global shortcut while no windows were focused.
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Regression test: "window_popup_from_shortcut"
2025-09-17 16:41:40 +02:00
ocornut
d92c8c6aff
Backends: SDL2: Content Scales are always reported as 1.0 on Wayland. ( #8921 )
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SDL_GetDisplayDPI() seems generally broken on X11/Wayland, but our logs shows that on Wayland we get both a content scale from SDL_GetDisplayDPI() and a framebuffer scale.
2025-09-15 19:20:56 +02:00
ocornut
2675b7ca26
Backends: GLFW: Content Scales always reported as 1.0 on Wayland, FramebufferScale always reported as 1.0 on X11. ( #8920 , #8921 )
2025-09-15 18:55:09 +02:00
ocornut
3c6c5692b8
Examples: Win32+Vulkan, GLFW+Metal: Fixed not applying content scale. ( #8921 , #8756 )
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Somehow it breaks in Win32+OpenGL3 example: when enabled Win32 applies some extra scale.
2025-09-15 16:50:58 +02:00
ocornut
22a6a83c54
Backends: SDL3: use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. ( #8703 , #4414 )
2025-09-15 15:16:42 +02:00
ocornut
cd476b27f8
Examples: GLFW+Vulkan: Fixed not applying content scale. ( #8921 , #8756 )
2025-09-12 21:32:46 +02:00
ocornut
9f13684d70
Examples: GLFW+OpenGL2: Fixed not applying content scale. ( #8921 )
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Note that this requires GLFW 3.3.
2025-09-12 20:57:04 +02:00
ocornut
36133d8ac4
InputText: Word-Wrap: hide vertical scrollbar but takes its width into account. ( #3237 , #952 , #1062 , #7363 )
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Also increase IMGUI_VERSION_NUM for good measure, forgot to increase it when moving to public api.
2025-09-12 16:03:18 +02:00
ocornut
78c1d4a92c
InputText: Word-Wrap: moving ImGuiInputTextFlags_WordWrap to public API. Added in demo. ( #3237 , #952 , #1062 , #7363 )
2025-09-12 15:03:33 +02:00
ocornut
2f3e85bc37
Comments
2025-09-12 15:03:33 +02:00
ocornut
1e52e7b90c
InputText: Added a line index. Refactored cursor and selection rendering, now simpler, easier to reason about, and faster. ( #3237 , #952 , #1062 , #7363 )
2025-09-11 21:26:01 +02:00
ocornut
f36c65661c
InputText: fixed pressing End (without Shift) in a multi-line selection from mistakenly moving cursor based on selection start.
2025-09-11 18:45:07 +02:00
ocornut
55f590c1d1
Selectable: ImGuiSelectableFlags_SelectOnNav doesn't select when holding Ctrl, to be consistent with multi-select.
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Amend e66afbb
+ remove needless line in CloseCurrentPopup() block
2025-09-10 22:29:42 +02:00
Harry Mander
5e5658e68f
Debug Tools: fixed assertion failure when opening a combo box while using io.ConfigDebugBeginReturnValueOnce/ConfigDebugBeginReturnValueLoop. ( #8931 )
2025-09-10 19:12:03 +02:00
ocornut
2f1d1c8b2f
Focus, InputText: fixed an issue where SetKeyboardFocusHere() did not work on InputTextMultiline() with ImGuiInputTextFlags_AllowTabInput. ( #8928 )
2025-09-10 18:31:34 +02:00
ocornut
1cd08b883c
TabBar: fixed calling TabBarQueueFocus() before submitting tabs. ( #8929 , #6681 )
2025-09-10 18:03:34 +02:00
ocornut
045645e5f1
Demo: tweaked ShowFontSelector() and ShowStyleSelector() to update selection while navigating and to not close popup automatically.
2025-09-09 17:50:40 +02:00