forked from clibs/imgui
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c377a76d74 |
185
imgui.changes
185
imgui.changes
@@ -1,158 +1,71 @@
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Mon Feb 10 14:40:19 UTC 2025 - Dirk Müller <dmueller@suse.com>
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Sat Mar 1 08:24:08 UTC 2025 - Atri Bhattacharya <badshah400@gmail.com>
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- update to 1.91.8:
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- Update to version 1.91.8:
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* ColorEdit, ColorPicker: redesigned how alpha is displayed in
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* Breaking changes:
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the preview square. (#8335, #1578, #346)
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- ColorEdit, ColorPicker: redesigned how alpha is displayed in
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* Removed ImGuiColorEditFlags_AlphaPreview (made value 0):
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the preview square. (gh#ocornut/imgui#8335,
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it is now the default behavior.
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gh#ocornut/imgui#1578, gh#ocornut/imgui#346).
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* Prior to 1.91.8: alpha was made opaque in the preview by
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- Backends: SDLGPU3: Renamed
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default _unless_ using ImGuiColorEditFlags_AlphaPreview.
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ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device for
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* We now display the preview as transparent by default.
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consistency. (gh#ocornut/imgui#8163, gh#ocornut/imgui#7998,
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You can use ImGuiColorEditFlags_AlphaOpaque to use old
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gh#ocornut/imgui#7988).
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behavior.
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* The new flags may be combined better and allow finer
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controls:
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* ImGuiColorEditFlags_AlphaOpaque: disable alpha in the
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preview, but alpha value still editable.
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* ImGuiColorEditFlags_AlphaNoBg: disable rendering a
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checkerboard background behind transparent color.
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* ImGuiColorEditFlags_AlphaPreviewHalf: display half
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opaque / half transparent preview.
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* Backends: SDLGPU3: Renamed
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ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device
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for consistency. (#8163, #7998, #7988)
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* imgui_freetype: fixed issue where glyph advances would
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* imgui_freetype: fixed issue where glyph advances would
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incorrectly be snapped to pixels. Effectively it would only
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incorrectly be snapped to pixels.
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be noticeable when hinting is disabled with
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* Inputs: added IsMouseReleasedWithDelay() helper.
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ImGuiFreeTypeBuilderFlags_NoHinting, as hinting itself
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(gh#ocornut/imgui#8337, gh#ocornut/imgui#8320).
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snaps glyph advances.
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* Windows: legacy SetWindowFontScale() is properly inherited by
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* Inputs: added IsMouseReleasedWithDelay() helper. (#8337,
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nested child windows.
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#8320)
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* Windows, Style: Fixed small rendering issues with menu bar,
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* Windows, Style: Fixed small rendering issues with menu bar,
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resize grip and scrollbar when using thick border sizes.
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resize grip and scrollbar when using thick border sizes.
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* Windows: Fixed IsItemXXXX() functions not working on append-
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(gh#ocornut/imgui#8267, gh#ocornut/imgui#7887).
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version of EndChild(). (#8350)
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* Windows: Fixed IsItemXXXX() functions not working on
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* Error Handling: Recovery from missing EndMenuBar() call.
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append-version of EndChild() (gh#ocornut/imgui#8350).
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* Error Handling: Recovery from missing EndMenuBar() call
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(gh#ocornut/imgui#1651).
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* Tables, Menus: Fixed using BeginTable() in menu layer (any
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* Tables, Menus: Fixed using BeginTable() in menu layer (any
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menu bar). (#8355)
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menu bar) (gh#ocornut/imgui#8355).
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* Tables, Menus: Fixed tables or child windows submitted inside
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* Tables, Menus: Fixed tables or child windows submitted inside
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BeginMainMenuBar()
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BeginMainMenuBar() being unable to save their settings, as the
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* ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7.
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main menu bar uses ImGuiWindowFlags_NoSavedSettings
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(gh#ocornut/imgui#8356).
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* ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7
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(gh#ocornut/imgui#8336, gh#ocornut/imgui#8241).
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* Tabs, Style: reworked selected overline rendering to better
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* Tabs, Style: reworked selected overline rendering to better
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accommodate for rounded tabs. Reduced default thickness
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accommodate for rounded tabs. Reduced default thickness
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(style.TabBarOverlineSize), increased default rounding
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(style.TabBarOverlineSize), increased default rounding
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(style.TabRounding).
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(style.TabRounding) (gh#ocornut/imgui#8334).
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* Debug Tools: Tweaked font preview.
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* Debug Tools: Tweaked font preview.
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* ImDrawList: texture baked storage for thick line reduced from
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* ImDrawList: texture baked storage for thick line reduced from
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~64x64 to ~32x32. (#3245)
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~64x64 to ~32x32 (gh#ocornut/imgui#3245).
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* Fonts: IndexLookup[] table hold 16-bit values even in
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* Fonts: IndexLookup[] table hold 16-bit values even in
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ImWchar32 mode, as it accounts for number of glyphs in
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ImWchar32 mode, as it accounts for number of glyphs in same
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same font. This is favorable to CalcTextSize() calls touching
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font. This is favorable to CalcTextSize() calls touching less
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less memory.
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memory.
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* Fonts: OversampleH/OversampleV defaults to 0 for automatic
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* Fonts: OversampleH/OversampleV defaults to 0 for automatic
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selection.
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selection.
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* - OversampleH == 0 --> use 1 or 2 depending on font size
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and use of PixelSnapH.
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* - OversampleV == 0 --> always use 1.
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* ImFontAtlas: made calling ClearFonts() call ClearInputData(),
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* ImFontAtlas: made calling ClearFonts() call ClearInputData(),
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as calling one without the other is never correct. (#8174, #6556,
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as calling one without the other is never correct
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#6336, #4723)
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(gh#ocornut/imgui#8174, gh#ocornut/imgui#6556,
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* Examples: DirectX12: Reduced number of frame in flight from 3
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gh#ocornut/imgui#6336, gh#ocornut/imgui#4723).
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to 2 in provided example, to reduce latency.
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* Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being
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* Examples: Vulkan: better handle VK_SUBOPTIMAL_KHR being
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returned by vkAcquireNextImageKHR() or vkQueuePresentKHR().
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returned by vkAcquireNextImageKHR() or vkQueuePresentKHR()
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#7831) [@NostraMagister]
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(gh#ocornut/imgui#7825, gh#ocornut/imgui#7831).
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* Backends: SDL2: removed assert preventing using
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* Backends: SDL2: removed assert preventing using
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ImGui_ImplSDL2_SetGamepadMode()
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ImGui_ImplSDL2_SetGamepadMode() with
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with ImGui_ImplSDL2_GamepadMode_Manual and an empty array.
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ImGui_ImplSDL2_GamepadMode_Manual and an empty array
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(gh#ocornut/imgui#8329).
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* Backends: SDL3: removed assert preventing using
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* Backends: SDL3: removed assert preventing using
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ImGui_ImplSDL3_SetGamepadMode()
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ImGui_ImplSDL3_SetGamepadMode() with
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with ImGui_ImplSDL3_GamepadMode_Manual and an empty array.
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ImGui_ImplSDL3_GamepadMode_Manual and an empty array
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* Backends: SDLGPU3: Exposed ImGui_ImplSDLGPU3_CreateDeviceObje
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(gh#ocornut/imgui#8329).
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cts()/_DestroyDeviceObjects().
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* Backends: SDLGPU3: Exposed
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Removed return value from
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ImGui_ImplSDLGPU3_CreateDeviceObjects()/_DestroyDeviceObjects().
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ImGui_ImplSDLGPU3_CreateFontsTexture(). (#8163, #7998, #7988)
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* Removed return value from
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* Backends: SDL_Renderer2/3: Use endian-dependent RGBA32
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ImGui_ImplSDLGPU3_CreateFontsTexture() (gh#ocornut/imgui#8163,
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texture format, to match SDL_Color. (#8327) [@dkosmari]
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gh#ocornut/imgui#7998, gh#ocornut/imgui#7988).
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* Backends: DirectX12: Texture upload use the command queue
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* Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture
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provided in ImGui_ImplDX12_InitInfo instead of creating its own.
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format, to match SDL_Color (gh#ocornut/imgui#8327).
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* Backends: OSX: Removed notification observer when shutting
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down. (#8331) [@jrachele]
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* TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to
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ImGuiTreeNodeFlags_SpanLabelWidth
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for consistency with other names. Kept redirection enum
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(will obsolete). (#6937)
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* Fixed issues with IsItemDeactivated() and
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IsItemDeactivatedAfterEdit() not emitting a reliable signal
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when an item is deactivated externally: e.g.
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via an explicit clear of focus, clear of active id, opening
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of modal etc.
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* It used to work when the interruption happened in the
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frame before the active item as submitted, but not after.
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It should work in both cases now.
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* InputText: Fixed a bug where character replacements performed
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from a callback were not applied when pasting from clipboard.
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* InputText: Fixed issue when activating a ReadOnly field when
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the underlying value is being modified. (#8242)
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* InputText: Added sanity check to detect some cases of passing
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a non zero-terminated input buffer.
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* InputText: Fixed not calling CallbackEdit on revert/clear
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with Escape key, although IsItemEdited() was behaving correctly.
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* Tables: Fixed TableAngledHeadersRow() creating an infinite
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horizontal scrolling region when the table is hosted in a
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viewport with negative coordinates (left of primary monitor,
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with multi-viewports enabled).
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* Tables, MultiSelect: Fixed an issue where column width may be
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mismeasured when calling BeginMultiSelect() while inside a
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table.
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* TreeNode, Tables: Added
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ImGuiTreeNodeFlags_LabelSpanAllColumns to make
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the label (not only the highlight/frame) also spans all
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columns. This is useful for table rows where you know nothing
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else is submitted. (#8318, #3565)
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* Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable
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keyboard modifiers altering the tweak speed. Useful if you
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want to alter tweak speed yourself based on your own logic.
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(#8223)
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* Nav: Fixed an issue where Alt key would clear current active
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item on windows with the ImGuiWindowFlags_NoNavInputs flag.
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(#8231)
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* Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is
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allowed even if a popup is blocking mouse access to the debug
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log window. (#5855)
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* Debug Tools: Item Picker: Always available in Tools menu
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regardless of value of io.ConfigDebugIsDebuggerPresent. (#2673)
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* Fonts: Fixed miscalculation of Ellipsis ("...") character
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width when automatically created from a single comma character,
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affecting some fonts/settings (not all).
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* Demo: Added label edition to Property Editor demo + fix an ID
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issue. (#8266) [@moritz-h]
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* Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting
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IMGUI_DISABLE. (#8294) [@juur]
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* Misc: Fixed MinGW builds not using UTF-8 friendly _wfopen().
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* Backends: SDLGPU3 for SDL3: Added backend for SDL_GPU!
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* Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for
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consistency, even though it is currently not doing anything
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particular.
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* Backends: Allegro5: Avoid calling al_set_mouse_cursor()
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repeatedly since it appears to leak on on X11 (#8256).
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* Backends: Metal: Fixed leaks when using metal-cpp. (#8276,
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#8166) [@selimsandal]
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* Backends: Vulkan: Added
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IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify
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how many image sampler descriptors are expected to be
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available in the provided descriptor pool. Current backend
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needs 1 but it is expected that by end of Q1 2025
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this number will grow (will stay a small number).
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* Backends: DX11: Expose vertex constant buffer in
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ImGui_ImplDX11_RenderState.
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* Reset projection matrix in ImDrawCallback_ResetRenderState
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handlers. (#6969, #5834, #7468, #3590)
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* Backends: DX10: Expose ImGui_ImplDX10_RenderState for
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completeness. (#6969, #5834, #7468, #3590)
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* Examples: Added Win32+Vulkan example for completeness.
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(#8180) [@jristic]
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-------------------------------------------------------------------
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-------------------------------------------------------------------
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Tue Nov 26 05:31:00 UTC 2024 - ming li <mli@suse.com>
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Tue Nov 26 05:31:00 UTC 2024 - ming li <mli@suse.com>
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