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@@ -36,18 +36,18 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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- VERSION 1.91.4 WIP (In Progress)
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+ VERSION 1.91.4 (Released 2024-10-18)
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-----------------------------------------------------------------------
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Breaking changes:
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-- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with newly
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- exposed and reworked features. Kept inline redirection enum (will obsolete).
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+- Style: renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor, for consistency with
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+ newly exposed and reworked features. Kept inline redirection enum (will obsolete).
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- The typedef for ImTextureID now defaults to ImU64 instead of void*. (#1641)
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- This removes the requirement to redefine it for backends which are e.g. storing
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descriptor sets or other 64-bits structures when building on 32-bits archs
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(namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers.
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- - You may have compile-time issues if you were casting to 'void*' instead of 'ImTextureID'
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+ - You may have compile-time warnings if you were casting to 'void*' instead of 'ImTextureID'
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when passing your types to functions taking ImTextureID values, e.g. ImGui::Image().
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In doubt it is almost always better to do an intermediate intptr_t cast, since it
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allows casting any pointer/integer type without warning:
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@@ -55,7 +55,7 @@ Breaking changes:
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- May warn: ImGui::Image((void*)(intptr_t)MyTextureData, ...);
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- Won't warn: ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...);
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- Note that you can always define ImTextureID to be your own high-level structures
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- (with dedicated constructors) if you like.
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+ (with dedicated constructors and extra render parameters) if you like.
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- IO: moved ImGuiConfigFlags_NavEnableSetMousePos to standalone io.ConfigNavMoveSetMousePos bool.
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- IO: moved ImGuiConfigFlags_NavNoCaptureKeyboard to standalone io.ConfigNavCaptureKeyboard bool
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(note the inverted value!). (#2517, #2009)
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@@ -65,9 +65,9 @@ Breaking changes:
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Other changes:
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- IO: added 'void* platform_io.Renderer_RenderState' which is set during the
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- ImGui_ImplXXXX_RenderDrawData() of standard backend to expose selected render
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- state to draw callbacks. (#6969, #5834, #7468, #3590)
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-- IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
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+ ImGui_ImplXXXX_RenderDrawData() of standard backends to expose selected render
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+ states to your draw callbacks. (#6969, #5834, #7468, #3590)
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+- IO: io.WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921)
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- Error Handling: turned a few more functions into recoverable errors. (#1651)
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- Nav (Keyboard/Gamepad navigation):
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- Nav: added io.ConfigNavCursorVisibleAuto and io.ConfigNavCursorVisibleAlways to configure
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@@ -80,15 +80,14 @@ Other changes:
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- Nav: added io.ConfigNavEscapeClearFocusItem and io.ConfigNavEscapeClearFocusWindow to change
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how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)
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- Set io.ConfigNavEscapeClearFocusItem = true (default) to clear focused item and highlight.
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- - Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have a specific effect.
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+ - Set io.ConfigNavEscapeClearFocusItem = false for Escape to not have an effect.
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- Set io.ConfigNavEscapeClearFocusWindow = true to completely unfocus the dear imgui window,
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is for some reason your app relies on imgui focus to take other decisions.
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- - Nav: pressing escape to hide nav highlight doesn't clear location from when Ctrl+Tabbing
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- back into same window later.
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- - Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most
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- window. (#3200)
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- - Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. Can be relevant
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- when e.g activating the item with mouse, then Ctrl+Tabbing back and forth.
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+ - Nav: pressing escape to hide the navigation cursor doesn't clear location, so it may be
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+ restored when Ctrl+Tabbing back into the same window later.
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+ - Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200)
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+ - Nav: navigation cursor is not rendered for items with `ImGuiItemFlags_NoNav`. Can be relevant
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+ when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth.
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- Disabled: clicking a disabled item focuses parent window. (#8064)
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- InvisibleButton, Nav: fixed an issue when InvisibleButton() would be navigable into but
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not display navigation highlight. Properly navigation on it by default. (#8057)
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@@ -103,19 +102,22 @@ Other changes:
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We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData
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will point inside that buffer so you have to retrieve data from there. Your callback
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may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
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-- Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218)
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+ - Note that we use a raw type-less copy.
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+- Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218)
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- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys,
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- preventing use of external shortcuts not guarded by an ActiveId check. (#8048) [@geertbleyen]
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+ preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048)
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+ [@geertbleyen]
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- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is
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enabled or not. (#6417)
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- InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not
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- supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065)
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+ supported by InputFloat, InputInt, InputScalar etc. widgets. It actually never was. (#8065, #3946)
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- imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render
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OpenType SVG fonts. Requires defining IMGUI_ENABLE_FREETYPE_PLUTOSVG along with IMGUI_ENABLE_FREETYPE.
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Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help).
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(#7927, #7187, #6591, #6607) [@pthom]
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- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
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- ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590)
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+ ImGui_ImplXXXX_RenderState structures during render loop user draw callbacks.
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+ (#6969, #5834, #7468, #3590)
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- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler
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to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230)
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