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Docs: reformat Changelog.

ocornut 4 tháng trước cách đây
mục cha
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b7f13df130
1 tập tin đã thay đổi với 20 bổ sung19 xóa
  1. 20 19
      docs/CHANGELOG.txt

+ 20 - 19
docs/CHANGELOG.txt

@@ -362,7 +362,7 @@ Other changes:
   requires providing a window to the backend. (#8584, #6341)
 - Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74]
 - Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f).
-- Backends:
+- Renderer Backends:
   - Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, WebGPU, Allegro5:
     - Added ImGuiBackendFlags_RendererHasTextures support. (#8465, #3761, #3471)
       [@ocornut, @ShironekoBen, @thedmd]
@@ -370,24 +370,6 @@ Other changes:
       Available if you want to start uploading textures right after ImGui::Render() and without
       waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or
       multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860)
-  - Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
-    helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
-    GLFW version checks + returning 1.0f on Apple platform.
-  - Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
-    helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
-    on Apple platforms. SDL3 already does this by default.
-  - Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
-    would fail to claim it again the next subsequent click. (#8594)
-  - Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
-    regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
-  - Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
-    call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
-    the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
-  - Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
-  - Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
-    memory ownership change. (#8530, #7801) [@Green-Sky]
-  - Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
-    way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
   - Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing
     to load fonts between the Init and NewFrames calls.
   - Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which
@@ -406,6 +388,25 @@ Other changes:
   - Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples
     and by multi-viewports implementation, which would typically trigger errors while detaching
     secondary viewports. (#8600, #8176) [@ChrisTom-94]
+- Platform Backends:
+  - Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
+    helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
+    GLFW version checks + returning 1.0f on Apple platform.
+  - Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
+    helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
+    on Apple platforms. SDL3 already does this by default.
+  - Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss)
+    would fail to claim it again the next subsequent click. (#8594)
+  - Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad
+    regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508)
+  - Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't
+    call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use
+    the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688]
+  - Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName.
+  - Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText()
+    memory ownership change. (#8530, #7801) [@Green-Sky]
+  - Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative
+    way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584)
 - Examples:
   - Examples: Made many examples DPI aware by default.
     The single-viewport is basically: