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Docs: reformat changlog entries.
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@ -41,17 +41,18 @@ HOW TO UPDATE?
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Breaking Changes:
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Breaking Changes:
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- Backends: Vulkan: moved some fields in ImGui_ImplVulkan_InitInfo:
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- Backends:
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- Vulkan: moved some fields in ImGui_ImplVulkan_InitInfo:
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init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass
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init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass
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init_info.Subpass --> init_info.PipelineInfoMain.Subpass
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init_info.Subpass --> init_info.PipelineInfoMain.Subpass
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init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples
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init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples
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init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo
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init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo
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It makes things more consistent and was desirable to introduce new settings for
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It makes things more consistent and was desirable to introduce new settings for
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secondary viewports. (#8946, #8110, #8111, #8686) [@ocornut, @SuperRonan, @sylmroz]
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secondary viewports. (#8946, #8110, #8111, #8686) [@ocornut, @SuperRonan, @sylmroz]
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- Backends: Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo --> ImGui_ImplVulkan_PipelineInfo
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- Vulkan: renamed ImGui_ImplVulkan_MainPipelineCreateInfo --> ImGui_ImplVulkan_PipelineInfo
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(introduced very recently and only used by `ImGui_ImplVulkan_CreateMainPipeline()`
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(introduced very recently and only used by `ImGui_ImplVulkan_CreateMainPipeline()`
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so it should not affect many users). (#8110, #8111)
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so it should not affect many users). (#8110, #8111)
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- Backends: Vulkan: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a
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- Vulkan: helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a
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`VkImageUsageFlags image_usage` argument.
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`VkImageUsageFlags image_usage` argument.
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It was previously hardcoded to `VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT` and defaults
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It was previously hardcoded to `VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT` and defaults
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to that when the value is 0. In theory the function is an internal helper but
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to that when the value is 0. In theory the function is an internal helper but
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@ -62,29 +63,31 @@ Other Changes:
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- Windows: added lower-right resize grip on child windows using both
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- Windows: added lower-right resize grip on child windows using both
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ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY flags. (#8501) [@aleksijuvani]
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ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY flags. (#8501) [@aleksijuvani]
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The grip is not visible before hovering to reduce clutter.
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The grip is not visible before hovering to reduce clutter.
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- InputText: fixed single-line InputText() not applying fine character clipping
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properly (regression in 1.92.3). (#8967) [@Cyphall]
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- InputText: fixed an infinite loop error happening if a custom input text
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callback modifies/clear BufTextLen before calling InsertChars().
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(regression from 1.92.3). Note that this never really worked correctly, but
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previously it would only temporary wreck cursor position, and since 1.92.3 it
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would go in an infinite loop. (#8994, #3237)
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- Style: added ImGuiCol_UnsavedMarker, color of the unsaved document marker when
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- Style: added ImGuiCol_UnsavedMarker, color of the unsaved document marker when
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using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
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using ImGuiWindowFlags_UnsavedDocument/ImGuiTabItemFlags_UnsavedDocument. (#8983)
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- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
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- IO: added ImGuiPlatformIO::ClearPlatformHandlers(), ClearRendererHandlers()
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helpers to null all handlers. (#8945, #2769)
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helpers to null all handlers. (#8945, #2769)
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- Textures: fixed a crash if texture status is set to _WantDestroy by a backend after
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- InputText:
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- Fixed single-line InputText() not applying fine character clipping
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properly (regression in 1.92.3). (#8967) [@Cyphall]
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- Fixed an infinite loop error happening if a custom input text
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callback modifies/clear BufTextLen before calling InsertChars().
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(regression from 1.92.3). Note that this never really worked correctly, but
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previously it would only temporary wreck cursor position, and since 1.92.3 it
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would go in an infinite loop. (#8994, #3237)
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- Textures:
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- Fixed a crash if texture status is set to _WantDestroy by a backend after
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it had already been destroyed. This would typically happen when calling backend's
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it had already been destroyed. This would typically happen when calling backend's
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ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811)
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ImGui_ImplXXXX_InvalidateDeviceObjects() helpers twice in a row. (#8977, #8811)
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- Textures: allowed backend to destroy texture while inside the NewFrame/EndFrame
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- Allowed backend to destroy texture while inside the NewFrame/EndFrame
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scope. Basically if a backend decide to destroy a texture that we didn't request
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scope. Basically if a backend decide to destroy a texture that we didn't request
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to destroy (for e.g. freeing resources) the texture is immediately set to
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to destroy (for e.g. freeing resources) the texture is immediately set to
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a _WantCreate status again. (#8811)
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a _WantCreate status again. (#8811)
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- Textures: fixed an issue preventing multi-contexts sharing a ImFontAtlas from
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- Fixed an issue preventing multi-contexts sharing a ImFontAtlas from
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being possible to destroy in any order.
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being possible to destroy in any order.
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- Textures: fixed not updating ImTextureData's RefCount when destroying a context
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- Fixed not updating ImTextureData's RefCount when destroying a context
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using a shared ImFontAtlas, leading standard backends to not properly free
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using a shared ImFontAtlas, leading standard backends to not properly
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texture resources. (#8975) [@icrashstuff]
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free texture resources. (#8975) [@icrashstuff]
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- Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section.
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- Demo: fixed layout issue in "Layout & Scrolling -> Scrolling" section.
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- Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode,
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- Misc: Debuggers: added type formatters for the LLDB debuggers (e.g. Xcode,
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Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc.
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Android Studio & more) to provide nicer display for ImVec2, ImVec4, ImVector etc.
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@ -92,37 +95,39 @@ Other Changes:
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- CI: updated Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r]
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- CI: updated Windows CI scripts to generate/use VulkanSDK. (#8925, #8778) [@yaz0r]
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- Docs: updated FAQ with new "What is the difference between Dear ImGui and
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- Docs: updated FAQ with new "What is the difference between Dear ImGui and
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traditional UI toolkits?" entry. (#8862)
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traditional UI toolkits?" entry. (#8862)
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- Backends: all backends call ImGuiPlatformIO::ClearPlatformHandlers() and
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- Backends:
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- All backends call ImGuiPlatformIO::ClearPlatformHandlers() and
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ClearRendererHandlers() on shutdown, so as not to leave function pointers
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ClearRendererHandlers() on shutdown, so as not to leave function pointers
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which may be dangling when using backend in e.g. DLL. (#8945, #2769)
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which may be dangling when using backend in e.g. DLL. (#8945, #2769)
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- Backends: DirectX12: reuse a command list and allocator for texture uploads instead
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- DirectX12: reuse a command list and allocator for texture uploads instead
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of recreating them each time. (#8963, #8465) [@RT2Code]
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of recreating them each time. (#8963, #8465) [@RT2Code]
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- Backends: DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
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- DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
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(presumably fixes old hard-to-repro crash issues such as #3463, #5018)
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(presumably fixes old hard-to-repro crash issues such as #3463, #5018)
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- Backends: DirectX12: Reuse texture upload buffer and grow it only when
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- DirectX12: Reuse texture upload buffer and grow it only when
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necessary. (#9002) [@RT2Code]
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necessary. (#9002) [@RT2Code]
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- Backends: DirectX12: Enable swapchain tearing if available. (#8965) [@RT2Code]
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- DirectX12: Enable swapchain tearing if available. (#8965) [@RT2Code]
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- Backends: OpenGL3: fixed GL loader to work on Haiku OS which does not support
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- OpenGL3: fixed GL loader to work on Haiku OS which does not support
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`RTLD_NOLOAD`. (#8952) [@Xottab-DUTY, @threedeyes]
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`RTLD_NOLOAD`. (#8952) [@Xottab-DUTY, @threedeyes]
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- Backends: GLFW: fixed build on platform that are neither Windows, macOS or
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- GLFW: fixed build on platform that are neither Windows, macOS or
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known Unixes (Regression in 1.92.3). (#8969, #8920, #8921) [@oktonion]
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known Unixes (Regression in 1.92.3). (#8969, #8920, #8921) [@oktonion]
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- Backends: SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our
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- SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our
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window is hovered, as the event data is reliable and enough in this case.
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window is hovered, as the event data is reliable and enough in this case.
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- Fix mouse coordinates issue in fullscreen apps with macOS notch. (#7919, #7786)
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- Fix mouse coordinates issue in fullscreen apps with macOS notch. (#7919, #7786)
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- Essentially a working for SDL3 bug which will be fixed in SDL 3.3.0.
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- Essentially a workaround for SDL3 bug which will be fixed in SDL 3.3.0.
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- Better perf on X11 as querying global position requires a round trip to X11 server.
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- Better perf on X11 as querying global position requires a round trip to X11 server.
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- Backends: Win32: minor optimization not submitting gamepad io again if
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- Win32: minor optimization not submitting gamepad io again if
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XInput's dwPacketNumber has not changed. (#8556) [@MidTerm-CN]
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XInput's dwPacketNumber has not changed. (#8556) [@MidTerm-CN]
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- Backends: Vulkan: added a way to specify custom shaders by filling init fields
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- Vulkan: added a way to specify custom shaders by filling init fields
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CustomShaderVertCreateInfo and CustomShaderFragCreateInfo. (#8585, #8271) [@johan0A]
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CustomShaderVertCreateInfo and CustomShaderFragCreateInfo. (#8585, #8271) [@johan0A]
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- Backends: DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3:
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- DX9,DX10,DX11,DX12,Metal,Vulkan,WGPU,SDLRenderer2,SDLRenderer3:
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ensure that a texture in _WantDestroy state always turn to _Destroyed even
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ensure that a texture in _WantDestroy state always turn to _Destroyed even
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if your underlying graphics data was already destroyed. (#8977)
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if your underlying graphics data was already destroyed. (#8977)
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- Examples: SDL2+DirectX11: Try WARP software driver if hardware driver is
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- Examples:
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- SDL2+DirectX11: Try WARP software driver if hardware driver is
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not available. (#5924, #5562)
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not available. (#5924, #5562)
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- Examples: SDL3+DirectX11: Added SDL3+DirectX11 example. (#8956, #8957) [@tomaz82]
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- SDL3+DirectX11: Added SDL3+DirectX11 example. (#8956, #8957) [@tomaz82]
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- Examples: Win32+DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
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- Win32+DirectX12: Rework synchronization logic. (#8961) [@RT2Code]
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- Examples: made examples's main.cpp consistent with returning 1 on error.
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- Made examples's main.cpp consistent with returning 1 on error.
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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