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@@ -96,6 +96,8 @@ Other changes:
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provide a way to do a portable sleep. (#7844)
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provide a way to do a portable sleep. (#7844)
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
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- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*.
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+- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back
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+ by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette]
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- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
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- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString()
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since GLFW own tests are doing that and it seems unnecessary.
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since GLFW own tests are doing that and it seems unnecessary.
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- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
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- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO
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@@ -103,7 +105,7 @@ Other changes:
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
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-
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+Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898)
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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VERSION 1.91.0 (Released 2024-07-30)
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VERSION 1.91.0 (Released 2024-07-30)
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