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9554 commits

Author SHA1 Message Date
ocornut
5fe962216a (Breaking) Backends: Vulkan: added 'VkImageUsageFlags image_usage' parameter to ImGui_ImplVulkanH_CreateOrResizeWindow(). (#8946, #8110, #8111, #8686)
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
bf2e0b2c6f Tables: change ImGuiTableFlags_NoBordersInBody behavior to not draw border in body even when resizing. (#8893) 2025-09-25 19:07:59 +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
940627d008 Backends: SDL2: Fixed build for Emscripten and SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE=0 platforms.
Amend e06b5df.
2025-09-24 15:29:00 +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
e06b5dfe12 Backends: SDL2,SDL3: Shallow tweaks.
Toward fallback focused mouse handler to be a closer match docking version.
2025-09-24 14:41:10 +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
Aleksi Juvani
82e9a5e47d Windows: add resize grips for child windows with both ResizeX+ResizeY. (#8501) 2025-09-23 16:48:45 +02:00
ocornut
5f6eaa5278 Backends: Win32: minor optimization not submitting gamepad input if packet number has not changed. (#8556)
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
Tomas Jakobsson
a00e517a81 Examples: added SDL3+DirectX11 example. (#8956, #8957) 2025-09-22 21:25:56 +02:00
Brenton Bostick
8868ad67e4
Fixed typos. (#8955) 2025-09-22 16:09:44 +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
yaz0r
ef6fe2ecee CI: update Windows Vulkan scripts. (#8925) 2025-09-22 12:34:23 +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
David Mentler
087fbf08f6 Added type formatters for the LLDB debuggers (e.g. Xcode) (#8950) 2025-09-22 12:25:17 +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
bf75bfec48 Amend f6890ed mostly to please static analyzers. 2025-09-17 19:05:22 +02:00
ocornut
1c544ee941 Version 1.92.3 2025-09-17 18:37:56 +02:00
ocornut
70a43f3088 Fixed build with IMGUI_ENABLE_TEST_ENGINE. 2025-09-17 18:12:32 +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
7e473d38d3 Debug Tools: ID Stack Tool: internal renaming (should be no-op). 2025-09-17 18:06:45 +02:00
ocornut
6d834d325e Debug Tools: ID Stack Tool: fixed misleading/unnecessary run of UpdateDebugToolStackQueries() on first frame. (#4631)
`if (g.FrameCount != tool->LastActiveFrame + 1)` test failing on first frame.
Was not harmful but probably confusing in a debugger.
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.
Regression test: "window_popup_from_shortcut"
2025-09-17 16:41:40 +02:00
ocornut
431f2c5abd InputText: fixed dubious code handling ImGuiInputTextFlags_EscapeClearsAll.
Specifically the missing = 0. Somehow only now got reported by Emscripten CI.
2025-09-15 19:32:24 +02:00
ocornut
6274ca4266 Backends: GLFW: fixed build for Emscripten which doesn't expose glfw3native.h.
Amend 10d0162
2025-09-15 19:28:01 +02:00
ocornut
d92c8c6aff Backends: SDL2: Content Scales are always reported as 1.0 on Wayland. (#8921)
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
72c00f39c1 Backends: GLFW: fix ImGui_ImplGlfw_IsWayland() amend broken 10d0162. (#8921, #8920)
Accidentally broke this while shuffling code...
2025-09-15 19:16:05 +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
10d0162378 Backends: GLFW: added ImGui_ImplGlfw_IsWayland(). (#8921, #8920)
(technically presently untested but we've researched this)
2025-09-15 18:40:22 +02:00
ocornut
3c6c5692b8 Examples: Win32+Vulkan, GLFW+Metal: Fixed not applying content scale. (#8921, #8756)
Somehow it breaks in Win32+OpenGL3 example: when enabled Win32 applies some extra scale.
2025-09-15 16:50:58 +02:00
ocornut
e044d99710 Examples: standardized all examples to have a base window size of 1280x800. 2025-09-15 16:34:36 +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)
Note that this requires GLFW 3.3.
2025-09-12 20:57:04 +02:00
ocornut
6d25cb844b CI: switch iOS build to macos-14 runner as macos-latest currently fails. 2025-09-12 16:41:05 +02:00
ocornut
36133d8ac4 InputText: Word-Wrap: hide vertical scrollbar but takes its width into account. (#3237, #952, #1062, #7363)
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
b6a33f8ce1 InputText: Word-Wrap: amend 7f1e2bb to avoid triggering static analyzer. (#3237, #952, #1062, #7363)
And generally more logical this way anyhow.
2025-09-12 15:05:23 +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
7f1e2bb8dd InputText: Word-Wrap: avoid word-wrap specific path InputTextLineIndexGetPosOffset() when word-wrap is disabled. (#3237, #952, #1062, #7363) 2025-09-12 15:03:33 +02:00
ocornut
2f3e85bc37 Comments 2025-09-12 15:03:33 +02:00
ocornut
8a94422246 InputText: optimize inactive path by avoiding an early ImStrlen(). 2025-09-11 21:26:10 +02:00
ocornut
ae832ce532 InputText: moved blocks so same text rendering code is now used for active and inactive states.
(ignore whitespace to visualize this change easily)
2025-09-11 21:26:04 +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
67085d732a ImGuiTextIndex: rename member. 2025-09-11 21:25:56 +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