Releases: HexaEngine/Hexa.NET.ImGui
2.2.8.5 Dear ImGui 1.92.1
Hexa.NET.ImGui Changes
Fixed issue "ImGuiContext KeysMayBeCharInput wrong field size" (#83)
Fixed issue "Invalid C# binding generated for ImVector<>* type with ImGui v1.92" (#58)
Added imgui_impl_sdlgpu3.cpp (SDL3 GPU Backend) (#57)
Fixed issue "ImGuiInputTextFlags.EnterReturnsTrue breaks ref-based calls" (#53)
Added "[Feature Request] Implicit converting between IntPtr and ImTextureID" (#44)
π Thanks to all recurring and new supporters
@GlebLava
@maidopi-usagi
F. K.
@Demorome
Mr Villa
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.92.1 (removed @ to avoid spam)
Changes (since v1.92.0)
This is a general maintenance release addressing some issues discovered in 1.92.0.
Read v1.92.0 Changelog for details and links on main changes.
π Need help updating your custom rendering backend to support ImGuiBackendFlags_RendererHasTextures
?
You can read the newly improved docs/BACKENDS.md.
Changes
- Fonts: added
ImFontAtlas::SetFontLoader()
to dynamically change font loader at runtime without using internal API. (#8752, #8465) - Fonts: fixed a bug where dynamically changing font loader would lose the Fallback and Ellipsis glyphs under some circumstance. (#8763)
- Fonts: for large size fonts, layout/size calculation only load glyphs metrics. Actual glyphs are renderer+packed when used by drawing functions. (#8758, #8465)
- Fonts: set a maximum font size of 512.0f at ImGui:: API level to reduce edge cases (e.g. out of memory errors).
ImDrawList::
API doesn't have the constraint. (#8758) - Fonts: restore
ImFontConfig::FontNo
being a 32-bits value as this is needed to pass full range of information into e.g. FreeType's face_index, as higher bits are used from FreeType 2.6.1. (#8775) [Valakor] (the field has been erroneously reduced from 32-bits to 8-bit in 1.92.0) - Textures: Fixed support for
#define ImTextureID_Invalid
to non-zero value:ImTextureData
was incorrectly cleared with zeroes. (#8745) [rachit7645] - Demo: Added
\"Text -> Font Size\"
demo section. (#8738) [Demonese] - CI: Fixed dllimport/dllexport tests. (#8757) [AidanSun05]
- CI: Updated to use latest Windows image + VS2022.
- Debug Tools: added
IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
to detect id conflicts before hovering. This is very slow and should only be used temporarily. (#8651, #7961, #7669) - Examples: GLFW+OpenGL3, GLFW+WGPU: Emscripten Makefiles uses GLFW port
contrib.glfw3
which offers better HiDPI support. (#8742) [pthom] - Backends: GLFW, SDL2 made
ImGui_ImplGLFW_GetContentScaleXXX()
andImGui_ImplSDL2_GetContentScaleXXXX()
helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) [pthom] - Backends: SDL3: avoid calling
SDL_StartTextInput()
again if already active. (fixes e.g.: an issue on iOS where the keyboard animation will popup every time the user types a key + probably other things) (#8727) [morrazzzz] - Backends: OSX: added
ImGuiMouseCursor_Wait
andImGuiMouseCursor_Progress
mouse cursor support. (#8739) [cfillion] - Backends: Allegro5: fixed texture update broken on some platforms where
ALLEGRO_LOCK_WRITEONLY
needed all texels to be rewritten. (#8770) - Backends: Vulkan: use
nonCoherentAtomSize
to align upload_size, fixing validation error on some setups. (#8743, #8744) [tquante] - Backends: Vulkan: fixed texture synchronization issue introduced in 1.92.0, leading to validation layers being grumpy. (#8772) [Majora320]
Changes from 1.92.0 to 1.92.1 specific to the Docking+Multi-Viewports branch:
- Backends: OSX: Fixed multi-viewport handling broken in 1.92.0. (#8644, #8777) [cfillion]
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.92.0 (removed @ to avoid spam)
v1.92.0: Scaling fonts & many more (big release)
Changes (since v1.91.9b)
π£ THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCE, BUT INEVITABLY SOME USERS OR THIRD-PARTY EXTENSIONS WILL BE AFFECTED.
π£ IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, PLEASE REPORT ANY DOUBT, CONFUSION, QUESTIONS, YOU CAN SKIM ocornut/imgui#8465 AND THEN PLEASE OPEN A NEW ISSUE.
π£ If you are using custom widgets, internals or third-party extension that are somehow breaking and aren't obvious how to solve, please post in Issues so we can gather data and share solutions that may help others.
π£ As part of the plan to reduce impact of API breaking changes, several unfinished changes/features/refactors related to font and text systems and scaling will be part of subsequent releases (1.92.1+).
π£ If you are updating from an old version, and expecting a massive or difficult update, consider first updating to 1.91.9 to reduce the amount of changes.
Breaking Changes:
- Fonts: IMPORTANT: if your app was solving the OSX/iOS Retina screen specific logical vs display scale problem by setting
io.DisplayFramebufferScale
(e.g. to 2.0f) + settingio.FontGlobalScale
(e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f):- This WILL NOT map correctly to the new system! Because font will rasterize as requested size.
- With a legacy backend (< 1.92):
- Instead of setting
io.FontGlobalScale = 1.0f/N
, setImFontCfg::RasterizerDensity = N
. - This already worked before, but is now pretty much required.
- Instead of setting
- With a new backend (1.92+),
- This should be all automatic.
FramebufferScale
is automatically used to set current fontRasterizerDensity
.FramebufferScale
is a per-viewport property provided by backend through thePlatform_GetWindowFramebufferScale()
handler in 'docking' branch.
- Fonts: IMPORTANT on Font Sizing:
- Before 1.92, fonts were of a single size. They can now be dynamically sized.
PushFont()
API now has a REQUIRED size parameter.
void PushFont(ImFont* font)
-->void PushFont(ImFont* font, float size)
PushFont(font, 0.0f) // Change font and keep current size
PushFont(NULL, 20.0f) // Keep font and change current size
PushFont(font, 20.0f) // Change font and set size to 20.0f
PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size.
PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior, for fixed size fonts.
- To use old behavior use
ImGui::PushFont(font, font->LegacySize)
at call site. We intentionally didn't add a default parameter because it would make the long-term transition more difficult. - Kept inline redirection font. Will obsolete.
- Global scale factors may be applied over the provided size. This is why it is called
FontSizeBase
in the style structure. - Global scale factors are:
style.FontScaleMain
,style.FontScaleDpi
and maybe more. ImFont::FontSize
was removed and does not make sense anymore.ImFont::LegacySize
is the size passed toAddFont()
.- Removed support for old
PushFont(NULL)
which was a shortcut for "revert to default font". - Renamed/moved
io.FontGlobalScale
tostyle.FontScaleMain
.
- Fonts: IMPORTANT on Font Merging:
- When searching for a glyph in multiple merged fonts: font inputs are now scanned in order for the first font input which the desired glyph. This is technically a different behavior than before!
- e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1. After the update and when using a new backend, those glyphs may now loaded from Font Source 1!
- You can use
Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool
to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph. - You can use
ImFontConfig::GlyphExcludeRanges[]
to specify ranges to ignore in given Input:
// Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
ImFontConfig cfg1;
cfg1.GlyphExcludeRanges = exclude_ranges;
io.Fonts->AddFontFromFileTTF(\"segoeui.ttf\", 0.0f, &cfg1);
// Add Font Source 2, which expects to use the range above
ImFontConfig cfg2;
cfg2.MergeMode = true;
io.Fonts->AddFontFromFileTTF(\"FontAwesome4.ttf\", 0.0f, &cfg2);
- Textures:
- All API functions taking a
ImTextureID
parameter are now taking a 'ImTextureRef`:ImTextureRef
is a small composite structure which may be constructed from aImTextureID
(or constructed from aImTextureData*
which represent a texture which will generally be ready by the time of rendering).- Affected functions are:
ImGui::Image()
,ImGui::ImageWithBg()
,ImGui::ImageButton()
,ImDrawList::AddImage()
,ImDrawList::AddImageQuad()
,ImDrawList::AddImageRounded()
.
- We suggest that C users and any higher-level language bindings generators may facilitate converting this in some way, aka emulating the trivial C++ constructor.
- All API functions taking a
- Fonts: obsoleted
ImFontAtlas::GetTexDataAsRGBA32()
,GetTexDataAsAlpha8()
,Build()
,SetTexID()
andIsBuilt()
functions. The new protocol for backends to handle textures doesn't need them. Kept redirection functions (will obsolete).- A majority of o...
2.2.7 Dear ImGui 1.91.9b
Hexa.NET.ImGui Changes
- Updated to Dear ImGui 1.91.9b
- Fixed a generator bug where non internal functions landed in the internal category.
New Sponsors
π Huge thanks to our newest supporter:
@SadE54
π Thanks to all recurring supporters
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.9b (removed @ to avoid spam)
v1.91.9b: hotfix
1.91.9 has an assert/crashing bug related to loading table settings in certain instances.
Changes (since v1.91.9)
- Tables: Fixed assert when loading .ini settings with reordered columns. (#8496, #7934)
- Tables: Fixed issues when loading .ini settings for a table with columns using
ImGuiTableColumnFlags_DefaultHide
orImGuiTableColumnFlags_DefaultSort
. (#8496, #7934)
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.9 (removed @ to avoid spam)
v1.91.9
Changes (since v1.91.8)
Breaking Changes:
- Image: removed
tint_col
andborder_col
parameter fromImage()
function. (#8131, #8238)- Old function signature:
void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0));
- New function signatures:
void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1));
void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1));
- TL;DR:
border_col
had misleading side-effect on layout,bg_col
was missing, parameter order couldn't be consistent withImageButton()
. - New behavior always use
ImGuiCol_Border
color +style.ImageBorderSize
/ImGuiStyleVar_ImageBorderSize
. - Old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems.
- Old behavior used a fixed value of 1.0f for border size which was not tweakable.
- Kept legacy signature (will obsolete), which mimics the old behavior, but uses
Max(1.0f, style.ImageBorderSize)
whenborder_col
is specified. - Added
ImageWithBg()
function which has bothbg_col
(which was missing and most useful) andtint_col
. It was impossible to addbg_col
to Image() with a parameter order consistent with other functions, so we decided to removetint_col
and introduceImageWithBg()
.
- Old function signature:
- Renamed
ImFontConfig::GlyphExtraSpacing.x
option toGlyphExtraAdvanceX
. (#242) - Renamed
style.TabMinWidthForCloseButton
tostyle.TabCloseButtonMinWidthUnselected
. - Backends: Vulkan: Added
uint32_t api_version
argument toImGui_ImplVulkan_LoadFunctions()
. Note that it was also added toImGui_ImplVulkan_InitInfo()
but for the later it is optional. (#8326, #8365, #8400) - Internals: Fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[],
- Internals: Fonts: ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
- Internals: Menus: reworked mangling of menu windows to use
\"###Menu_00\"
etc. instead of\"##Menu_00\"
, allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name.
Other changes:
- Fixed
IsItemDeactivatedAfterEdit()
signal being broken forCheckbox()
,RadioButton()
,Selectable()
. Regression from 2025/01/13. (#8370) - Windows: Fixed an issue where
BeginChild()
inside a collapsedBegin()
wouldn't inherit theSkipItems
flag, resulting in missing coarse clipping opportunities for code not checking theBeginChild()
return value. - Windows, Style: Added
style.WindowBorderHoverPadding
setting to configure inner/outer padding applied to hit-testing of windows borders and detection of hovered window. - InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) [tanksdude]
- InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459)
- InputTextWithHint(): Fixed buffer-overflow (luckily often with no visible effect) when a user callback modified the buffer contents in a way that altered the visibility of the preview/hint buffer. (#8368) [m9710797, ocornut]
- Scrollbar: Rework logic that fades-out scrollbar when it becomes too small, which amusingly made it disappear when using very big font/frame size.
- Scrollbar: Automatically stabilize ScrollbarX visibility when detecting a feedback loop manifesting with ScrollbarX visibility toggling on and off repeatedly. (#8488, #3285, #4539) (feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. The better solution is to, either: (1) enforce visibility by using
ImGuiWindowFlags_AlwaysHorizontalScrollbar
or (2) declare stable contents width withSetNextWindowContentSize()
, if you can compute it.) - Tables: fixed calling
SetNextWindowScroll()
on clipped scrolling table to not leak the value into a subsequent window. (#8196) - Tables: fixed an issue where Columns Visible/Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934)
- Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings in more situations. (#7934)
- Tables, Error Handling: Recovery from invalid index in
TableSetColumnIndex()
. (#1651) - Image: Added
ImageWithBg()
variant with bg color and tint color. (#8131, #8238) - Image, Style: Added
style.ImageBorderSize
,ImGuiStyleVar_ImageBorderSize
. (#8131, #8238) - Selectable: Fixed horizontal label alignment with
SelectableTextAlign.x > 0.0f
and specifying a selectable size. (#8338) - Tabs, Style: made the Close Button of selected tabs always visible by default, without requiring to hover the tab. (#8387)
- Added
style.TabCloseButtonMinWidthSelected
/TabCloseButtonMinWidthUnselected
settings to configure visibility of the Close Button for selected and unselected tabs. (-1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width) - Default for selected tabs:
TabCloseButtonMinWidthSelected == -1.0f
(always visible) - Default for unselected tabs:
TabCloseButtonMinWidthUnselected == 0.0f
(visible when hovered)
- Added
- Tabs: fixed middle-mouse-button to close tab not checking that close button is hovered, merely its visibility. (#8399, #8387) [nicovanbentum]
- TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) [achabense]
- TextLinkOpenURL(): fixed default Win32
io.PlatformOpenInShellFn
handler to handle UTF-8 regardless of system regional settings. (#7660) [achabense] - Disabled: Fixed an issue restoring Alpha in
EndDisabled()
when using nestedBeginDisabled()
calls withPushStyleVar(ImGuiStyleVar_DisabledAlpha)
within. (#8454, #7640) - Clipper: Fixed an issue where passing an out of bound index to
clipper.IncludeItemByIndex()
could incorrectly offset the final cursor, even if that index was not iterated through. One case where it would manifest was calling Combo() with an out of range index. (#8450) - Debug Tools: Added
io.ConfigDebugHighlightIdConflictsShowItemPicker
(defaults to true) to allow disabled Item Picker suggestion in user facing builds. (#7961, #7669) - Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631)
- Misc: Various zealous warning fixes for newer version of Clang.
- Misc: Added
ImGuiMouseCursor_Wait
andImGuiMouseCursor_Progress
mouse cursors (busy/wait/hourglass shape, with or without an arrow cursor). - Demo: Reorganized "Widgets" section to be alphabetically ordered and split in more functions.
- Demo: Combos: demonstrate a very simple way to add a filter to a combo, by showing the filter inside the combo contents. (#718)
- Examples: SDL3: Added comments to clarify setup for users of the unfortunate
SDL_MAIN_USE_CALLBACKS
feature. (#8455) - IO: Added
ImGuiKey_Oem102
to ImGuiKey enum. (#7136, #7201, #7206, #7306, #8468) - Backends: reworked key handlers to use/prioritize untranslated scancodes instead of translated keycodes when dealing with OEM keys which are too difficult to find a reliable translated mapping on all systems, backends and keyboard layout. (#7136, #7201, #7206, #7306, #7670, #7672, #8468)
- The affected keys are:
ImGuiKey_Apostrophe
,ImGuiKey_Comma
,ImGuiKey_Minus
,ImGuiKey_Period
,ImGuiKey_Slash
,ImGuiKey_Semicolon
,ImGuiKey_Equal
,ImGuiKey_LeftBracket
,ImGuiKey_RightBracket
,ImGuiKey_Backslash
,ImGuiKey_GraveAccent
, and newly introducedImGuiKey_Oem102
. - This is NOT affecting characters used the text inputs.
- Fixes many cases of keys not emitting a ImGuiKey value with certain keyboard layouts.
- Makes emitted ImGuiKey values more consistent regardless of keyboard mapping, but you may be getting different values as before.
- Win32, SDL2, SDL3: Use scancodes for OEM keys.
- GLFW:
GLFW_KEY_WORLD_1
andGLFW_KEY_WORLD_2
are emittingImGuiKey_Oem102
.
- The affected keys are:
- Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452)
- Backends: SDL2, SDL3: Using
SDL_OpenURL()
inplatform_io.Platform_OpenInShellFn
handler. (#7660) [achabense] - Backends: SDL2, SDL3, Win32, Allegro5: Added support for
ImGuiMouseCursor_Wait
andImGuiMouseCursor_Progress
cursors. - Backends: SDL2, SDL3: Avoid calling
SDL_GetGlobalMouseState()
when mouse is in relative mode. (#8425, #8407) [TheMode] - Backends: SDL2, SDL3: Only start
SDL_CaptureMouse()
when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back on debug break. (#6410, #3650) - Backends: OpenGL3: Lazily reinitialize embedded GL loader ...
2.2.6 Dear ImGui 1.91.8
Hexa.NET.ImGui Changes
- Updated to Dear ImGui 1.91.8
π Thanks to all recurring supporters
- Mr Villa
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.8 (removed @ to avoid spam)
Changes (since v1.91.7)
Breaking Changes:
- ColorEdit, ColorPicker: redesigned how alpha is displayed in the preview square. (#8335, #1578, #346)
- Removed
ImGuiColorEditFlags_AlphaPreview
(made value 0): it is now the default behavior. - Prior to 1.91.8: alpha was made opaque in the preview by default unless using
ImGuiColorEditFlags_AlphaPreview
. - We now display the preview as transparent by default. You can use
ImGuiColorEditFlags_AlphaOpaque
to use old behavior. - The new flags may be combined better and allow finer controls:
ImGuiColorEditFlags_AlphaOpaque
: disable alpha in the preview, but alpha value still editable.ImGuiColorEditFlags_AlphaNoBg
: disable rendering a checkerboard background behind transparent color.ImGuiColorEditFlags_AlphaPreviewHalf
: display half opaque / half transparent preview.
- Removed
- Backends: SDLGPU3: Renamed
ImGui_ImplSDLGPU3_InitInfo::GpuDevice
toDevice
for consistency. (#8163, #7998, #7988)
Other changes:
- imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. Effectively it would only be noticeable when hinting is disabled with
ImGuiFreeTypeBuilderFlags_NoHinting
, as hinting itself snaps glyph advances. - Inputs: added
IsMouseReleasedWithDelay()
helper. (#8337, #8320). Use if you absolutely need to distinguish single-click from double-clicks by introducing a delay. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single-click on an icon triggers a rename. Generally use withdelay >= io.MouseDoubleClickTime
+ combine with aGetMouseClickedCount() == 1
check. - Windows: legacy
SetWindowFontScale()
is properly inherited by nested child windows. Note that an upcoming major release should make this obsolete, but in the meanwhile it works better now. (#2701, #8138, #1018) - Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887)
- Windows: Fixed
IsItemXXXX()
functions not working on append-version ofEndChild()
. (#8350) Also made some of the fields accessible afterBeginChild()
to matchBegin()
logic. - Error Handling: Recovery from missing
EndMenuBar()
call. (#1651) - Tables, Menus: Fixed using
BeginTable()
in menu layer (any menu bar). (#8355) It previously overrode the current layer back to main layer, which caused an issue with MainMenuBar attempted to release focus when leaving the menu layer. - Tables, Menus: Fixed tables or child windows submitted inside
BeginMainMenuBar()
being unable to save their settings, as the main menu bar usesImGuiWindowFlags_NoSavedSettings
. (#8356) - ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [PathogenDavid]
- Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. Reduced default thickness (
style.TabBarOverlineSize
), increased default rounding (style.TabRounding
). (#8334) [Kian738, ocornut] - Debug Tools: Tweaked font preview.
- ImDrawList: texture baked storage for thick line reduced from ~64x64 to ~32x32. (#3245)
- Fonts:
IndexLookup[]
table hold 16-bit values even in ImWchar32 mode, as it accounts for number of glyphs in same font. This is favorable toCalcTextSize()
calls touching less memory. - Fonts:
OversampleH
/OversampleV
defaults to 0 for automatic selection.OversampleH == 0
--> use 1 or 2 depending on font size and use of PixelSnapH.OversampleV == 0
--> always use 1.
- ImFontAtlas: made calling
ClearFonts()
callClearInputData()
, as calling one without the other is never correct. (#8174, #6556, #6336, #4723) - Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency.
- Examples: Vulkan: better handle
VK_SUBOPTIMAL_KHR
being returned byvkAcquireNextImageKHR()
orvkQueuePresentKHR()
. (#7825, #7831) [NostraMagister] - Backends: SDL2: removed assert preventing using
ImGui_ImplSDL2_SetGamepadMode()
withImGui_ImplSDL2_GamepadMode_Manual
and an empty array. (#8329) - Backends: SDL3: removed assert preventing using
ImGui_ImplSDL3_SetGamepadMode()
withImGui_ImplSDL3_GamepadMode_Manual
and an empty array. (#8329) - Backends: SDLGPU3: Exposed
ImGui_ImplSDLGPU3_CreateDeviceObjects()
/_DestroyDeviceObjects()
.
Removed return value fromImGui_ImplSDLGPU3_CreateFontsTexture()
. (#8163, #7998, #7988) - Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match
SDL_Color
. (#8327) [dkosmari] - Backends: DirectX12: Texture upload use the command queue provided in
ImGui_ImplDX12_InitInfo
instead of creating its own. - Backends: OSX: Removed notification observer when shutting down. (#8331) [jrachele]
Changes from 1.91.7 to 1.91.8 specific to the Docking+Multi-Viewports branch:
- Docking: Fixed an issue in 1.91.7 where using legacy
ImGuiWindowFlags_NavFlattened
flag (instead ofImGuiChildFlags_NavFlattened
) in docking branch would conflict with internal docking flags. (#8357) [DanielGibson] - Backends: SDL3: new viewport windows are created with the
SDL_WINDOW_HIDDEN
flag before callingSDL_ShowWindow()
. (#8328) [PathogenDavid]
2.2.5 Dear ImGui 1.91.7
Hexa.NET.ImGui Changes
- Updated to Dear ImGui 1.91.7
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.7 (removed @ to avoid spam)
Changes (since v1.91.6)
Breaking Changes:
- TreeNode: renamed
ImGuiTreeNodeFlags_SpanTextWidth
toImGuiTreeNodeFlags_SpanLabelWidth
for consistency with other names. Kept redirection enum (will obsolete). (#6937)
Other changes:
- Fixed issues with
IsItemDeactivated()
andIsItemDeactivatedAfterEdit()
not emitting a reliable signal when an item is deactivated externally: e.g. via an explicit clear of focus, clear of active id, opening of modal etc. (#5184, #5904, #6766, #8303, #8004)- It used to work when the interruption happened in the frame before the active item as submitted, but not after. It should work in both cases now.
- While this is not specific to a certain widgets, typically it would mostly be noticeable on
InputText()
because it keepsActiveId
for a longer time while allowing other interaction to happen.
- Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651)
- Error Handling: Turned common
EndTable()
and otherTableXXX
functions fail cases into a recoverable error. (#1651, #8314) - Error Handling: Exposed basic error handling options in
Demo->Tools->Debug Options
. (#1651) - InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipboard. (#8229)
- InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242)
- InputText: Added sanity check to detect some cases of passing a non zero-terminated input buffer.
- InputText: Fixed not calling CallbackEdit on revert/clear with Escape key, although
IsItemEdited()
was behaving correctly. (#8273) - Tables: Fixed
TableAngledHeadersRow()
creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates (left of primary monitor, with multi-viewports enabled). - Tables, MultiSelect: Fixed an issue where column width may be miss-measured when calling
BeginMultiSelect()
while inside a table. (#8250) - TreeNode, Tables: Added
ImGuiTreeNodeFlags_LabelSpanAllColumns
to make the label (not only the highlight/frame) also spans all columns. This is useful for table rows where you know nothing else is submitted. (#8318, #3565) (Obviously best used withImGuiTableFlags_NoBordersInBodyUntilResize
). - Drags: Added
ImGuiSliderFlags_NoSpeedTweaks
flag to disable keyboard modifiers altering the tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. (#8223) - Nav: Fixed an issue where Alt key would clear current active item on windows with the
ImGuiWindowFlags_NoNavInputs
flag. (#8231) - Debug Tools: Debug Log: hovering
0xXXXXXXXX
values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) - Debug Tools: Item Picker: Always available in Tools menu regardless of value of
io.ConfigDebugIsDebuggerPresent
. (#2673) - Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character, affecting some fonts/settings (not all).
- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [moritz-h]
- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting
#define IMGUI_DISABLE
. (#8294) [juur] - Misc: Fixed MinGW builds not using UTF-8 friendly
_wfopen()
. (#8300) - Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [DeltaW0x].
- Backends: SDL3: Added
ImGui_ImplSDL3_InitForSDLGPU()
for consistency, even though it is currently not doing anything particular. (#8163, #7998, #7988) - Backends: Allegro5: Avoid calling
al_set_mouse_cursor()
repeatedly since it appears to leak on on X11 (#8256). [Helodity] - Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [selimsandal]
- Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) [anszom]
- Backends: Vulkan: Fixed setting
VkSwapchainCreateInfoKHR::preTransform
for platforms not supportingVK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR
. (#8222) [Zer0xFF] - Backends: Vulkan: Added a few more
ImGui_ImplVulkanH_XXX
helper functions primarily for the purpose of making our examples simpler. - Backends: Vulkan: Added
IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE
to clarify how many image sampler descriptors are expected to be available in the provided descriptor pool. Current backend needs 1 but it is expected that by end of Q1 2025 this number will grow (will stay a small number). (#6642) - Backends: DX11: Expose vertex constant buffer in
ImGui_ImplDX11_RenderState
.
Reset projection matrix inImDrawCallback_ResetRenderState
handlers. (#6969, #5834, #7468, #3590) - Backends: DX10: Expose
ImGui_ImplDX10_RenderState
for completeness. (#6969, #5834, #7468, #3590) - Examples: Added Win32+Vulkan example for completeness. (#8180) [jristic]
2.2.4 Dear ImGui 1.91.6 + static link support
Hexa.NET.ImGui Changes
- Updated to Dear ImGui 1.91.6
- Fixed #31
- Added static link support.
New Sponsors
π Huge thanks to our newest supporter:
@TheSameCat2
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.6 (removed @ to avoid spam)
Changes (since v1.91.5)
This is an unusual small release. It is mostly motivated by the fact that the Win32 backend in docking branch of v1.91.5 had a crash when running multiple program instances. Most of the work done this month is part of a larger feature I will talk about later :)
Breaking Changes:
- Backends: DX12: Changed
ImGui_ImplDX12_Init()
signature to take aImGui_ImplDX12_InitInfo
struct.- Using the new API, application is now required to pass function pointers to allocate/free SRV Descriptors.
- We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
- Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
- Misc: changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. (#8169, #4933) [Teselka]
- As a result, some .ini data may be partially lost when storing checksums (docking and tables information particularly).
- Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a
#define IMGUI_USE_LEGACY_CRC32_ADLER
compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data.
Other changes:
- InputText: added
ImGuiInputTextFlags_ElideLeft
to elide left side and ensure right side of contents is visible when whole text is not fitting (useful for paths/filenames). (#1442, #1440, #4391, #7208, #8216) [kucoman, ocornut] - InputText: reactivating last activated
InputText()
doesn't restore horizontal scrolling (which was disabled during deactivation anyway). - Error Handling: fixed cases where recoverable error handling would crash when processing errors outside of the
NewFrame()
..EndFrame()
scope. (#1651) - Tables: fixed
SetNextWindowScroll()
value being ignored byBeginTable()
during the first frame or when scrolling flags have changed. (#8196) - Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb).
- Misc: added
IMGUI_DISABLE_DEFAULT_FONT
to strip embedded font from binary. (#8161) [demonese] - Demo: example tree used by Property Editor & Selection demos properly freed on application closure. (#8158) [Legulysse]
- Fonts: fixed
AddCustomRect()
not being packed with TexGlyphPadding + not accounted for surface area used to determine best-guess texture size. (#8107) [YarikTH, ocornut] - Misc: use SSE 4.2 crc32 instructions when available. (#8169, #4933) [Teselka]
- Tools: binary_to_compressed_c: added
-u8
/-u32
/-base85
export options. - Backends: DirectX12: Let user specifies the
DepthStencilView
format by settingImGui_ImplDX12_InitInfo::DSVFormat
. (#8217) [bmarques1995] - Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting
init_info->DescriptorPoolSize
then the backend will create and manage one itself. (#8172, #4867) [zeux] - Examples: Win32+DX12: Using a basic free-list allocator to manage multiple SRV descriptors.
Changes from 1.91.5 to 1.91.6 in the Docking branch:
- Backends: Win32: Fixed a crash/regression in 1.91.5 when running two processes with multi-viewports (was using GetProp() to query property which could have belonged to another process). (#8162, #8069) [sammyfreg, ocornut]
- Docking: Added an assert to clarify that
ImGuiDockNodeFlags_CentralNode
flag (from internals) does not need to be passed to DockSpace(), as it causes general havoc. (#8145)
2.2.2 .NET 9.0 and 6.0 support.
- No API changes.
- Re-targeted to net9.0 net8.0 net7.0 net6.0 netstandard2.1 netstandard2.0
Full Changelog: 2.2.1...2.2.2
2.2.1 Hotfix for Win32 and android. (No api changes)
- No API changes.
- Added missing function from ImGui_ImplWin32
- Hopefully fixed android native lib packing with build targets.
Full Changelog: 2.2.0...2.2.1
2.2.0 Dear ImGui 1.91.5 + new backends.
Hexa.NET.ImGui Changes
- Updated to Dear ImGui 1.91.5
- Added backends for D3D10 and D3D9. #25 #17
- Added support for android and added an example. #17
- Fixes issues with MacOS backends #24
New Sponsors
π Huge thanks to our newest supporters:
@qian-o, @NotNite and Mr Villa
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.5 (removed @ to avoid spam)
Changes (since v1.91.4)
Breaking Changes:
- Commented out pre-1.87 IO system (equivalent to using
IMGUI_DISABLE_OBSOLETE_KEYIO
orIMGUI_DISABLE_OBSOLETE_FUNCTIONS
before).io.KeyMap[]
andio.KeysDown[]
are removed (obsoleted February 2022).io.NavInputs[]
andImGuiNavInput
enum are removed (obsoleted July 2022).- Pre-1.87 backends are not supported:
- backends need to call
io.AddKeyEvent()
,io.AddMouseEvent()
instead of writing toio.KeysDown[]
,io.MouseDown[]
fields. - backends need to call
io.AddKeyAnalogEvent()
for gamepad values instead of writing toio.NavInputs[]
fields.
- backends need to call
- For more references:
- read ocornut/imgui#4921
- read Changelogs for 1.87 and 1.88. Read API BREAKING CHANGES section of imgui.cpp.
- If you have trouble updating a very old codebase using legacy backend-specific key codes:
consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. - Obsoleted
ImGuiKey_COUNT
(it was unusually error-prone/misleading since valid keys don't start at 0). Probably useImGuiKey_NamedKey_BEGIN
/ImGuiKey_NamedKey_END
instead?
- Fonts: removed const qualifiers from most font functions in prevision for upcoming fonts improvements.
Other changes:
- Selectable: selected
Selectable
useImGuiCol_Header
instead of an arbitrary lerp between_Header
and_HeaderHovered
which was introduced v1.91 (#8106, #1861) - Buttons: using
ImGuiItemFlags_ButtonRepeat
makes default button behavior use_PressedOnClick
instead of_PressedOnClickRelease
when unspecified. - InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer.
- Tabs, Style: made
ImGuiCol_TabDimmedSelectedOverline
alpha 0 (not visible) in default styles as the current look is not right (butImGuiCol_TabSelectedOverline
stays the same). - Log/Capture: added experimental
io.ConfigWindowsCopyContentsWithCtrlC
option to automatically copy window contents into clipboard using CTRL+C. This is experimental because (1) it currently breaks on nested Begin/End, (2) text output quality varies, and (3) text output comes in submission order rather than spatial order. - Log/Capture: better decorating of
BeginMenu()
andTabItem()
output. - Log/Capture: a non terminated log ends automatically in the window which called it.
- imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081)
- Backends: DX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
- Backends: SDL2: Replace
SDL_Vulkan_GetDrawableSize()
forward declaration with the actual include. (#8095, #7967, #3190) [sev-] - Backends: SDL2, SDL3:
SDL_EVENT_MOUSE_WHEEL
event doesn't require dividing by 100.0f on Emscripten target. (#4019, #6096, #1463) - Examples: SDL3+Vulkan: Added example. (#8084, #8085)
- Examples: Android+OpenGL: Using
ALooper_pollOnce()
instead ofALooper_pollAll()
which has been deprecated. (#8013) [feather179]
Changes from 1.91.4 to 1.91.5 in the Docking branch:
- Backends: GLFW: added Linux workaround for spurious mouse up events emitted while dragging and creating new viewports. Generally they would be interrupting a dragging operations. (#3158, #7733, #7922) [rokups, ocornut]
- Docking: fixed using
ImGuiDockNodeFlags_KeepAliveOnly
withDockSpaceOverViewport()
: the normally invisible space did erroneously claim mouse hover and could be potentially focused. (#8125) [kcbanner]
How the output of io.ConfigWindowsCopyContentsWithCtrlC
looks:
2.1.10 FreeType support and api improvements.
- Added missing overloads for ImGui InputText and related. (see #23)
- Optimized InputText return decoding. (see #23)
- Added FreeType support for colored emoji fonts (see #22)
Full Changelog: 2.1.9...2.1.10
2.1.9 Dear ImGui 1.91.4
Hexa.NET.ImGui Changes
- Updated to Dear ImGui 1.91.4.
- Added Native Backends. (incl. Win32, D3D11, D3D12, OpenGL2, OpenGL3, Vulkan and extra packages for SDL2 and GLFW) (see #17)
Forwarded from https://github.com/ocornut/imgui/releases/tag/v1.91.4 (removed @ to avoid spam)
Changes (since v1.91.3)
Breaking Changes:
- Style: renamed
ImGuiCol_NavHighlight
toImGuiCol_NavCursor
, for consistency with newly exposed and reworked features. Kept inline redirection enum (will obsolete). - The typedef for
ImTextureID
now defaults toImU64
instead ofvoid*
. (#1641)- This removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs (namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers.
- You may have compile-time warnings if you were casting to
void*
instead ofImTextureID
when passing your types to functions takingImTextureID
values, e.g.ImGui::Image()
. In doubt it is almost always better to do an intermediateintptr_t
cast, since it allows casting any pointer/integer type without warning:- May warn:
ImGui::Image((void*)MyTextureData, ...);
- May warn:
ImGui::Image((void*)(intptr_t)MyTextureData, ...);
- Won't warn:
ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...);
- May warn:
- Note that you can always #define ImTextureID to be your own high-level structures (with dedicated constructors and extra render parameters) if you like.
- IO: moved
ImGuiConfigFlags_NavEnableSetMousePos
to standaloneio.ConfigNavMoveSetMousePos
bool. - IO: moved
ImGuiConfigFlags_NavNoCaptureKeyboard
to standaloneio.ConfigNavCaptureKeyboard
bool (note the inverted value!). (#2517, #2009). Kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value!
Other changes:
- IO: added
void* platform_io.Renderer_RenderState
which is set during theImGui_ImplXXXX_RenderDrawData()
of standard backends to expose selected render states to your draw callbacks. (#6969, #5834, #7468, #3590) - IO:
io.WantCaptureKeyboard
is never set whenImGuiConfigFlags_NoKeyboard
is enabled. (#4921) - Error Handling: turned a few more functions into recoverable errors. (#1651)
- Nav (Keyboard/Gamepad navigation):
- Nav: added
io.ConfigNavCursorVisibleAuto
andio.ConfigNavCursorVisibleAlways
to configure visibility of navigation cursor. (#1074, #2048, #7237, #8059, #3200, #787)- Set
io.ConfigNavCursorVisibleAuto = true
(default) to enable automatic toggling of cursor visibility (mouse click hide the cursor, arrow keys makes it visible). - Set
io.ConfigNavCursorVisibleAlways
to keep cursor always visible.
- Set
- Nav: added
NavSetCursorVisible(bool visible)
function to manipulate visibility of navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059) - Nav: added
io.ConfigNavEscapeClearFocusItem
andio.ConfigNavEscapeClearFocusWindow
to change how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)- Set
io.ConfigNavEscapeClearFocusItem = true
(default) to clear focused item and highlight. - Set
io.ConfigNavEscapeClearFocusItem = false
for Escape to not have an effect. - Set
io.ConfigNavEscapeClearFocusWindow = true
to completely unfocus the Dear ImGui window, is for some reason your app relies on imgui focus to take other decisions.
- Set
- Nav: pressing Escape to hide the navigation cursor doesn't clear current location, so it may be restored when Ctrl+Tabbing back into the same window later.
- Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200)
- Nav: navigation cursor is not rendered for items with
ImGuiItemFlags_NoNav
. Can be relevant when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth.
- Nav: added
- Disabled: clicking a disabled item focuses parent window. (#8064)
- InvisibleButton, Nav: fixed an issue when
InvisibleButton()
would be navigable into but not display navigation highlight. Properly navigation on it by default. (#8057) - InvisibleButton: added
ImGuiButtonFlags_EnableNav
to enable navigation over the invisible button. (#8057) - Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
- DrawList:
AddCallback()
added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665)- If
userdata_size == 0:
we copy/store theuserdata
argument as-is (existing behavior). It will be available unmodified inImDrawCmd::UserCallbackData
during render. - If
userdata_size > 0
, we copy/storeuserdata_size
bytes pointed to byuserdata
(new behavior). We store them in a buffer stored inside the drawlist.ImDrawCmd::UserCallbackData
will point inside that buffer so you have to retrieve data from there. Your callback may need to useImDrawCmd::UserCallbackDataSize
if you expect dynamically-sized data. - Note that we use a raw type-less copy.
- If
- Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218)
- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys, preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048) [geertbleyen]
- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is enabled or not. (#6417)
- InputScalar: added an assert to clarify that
ImGuiInputTextFlags_EnterReturnsTrue
is not
supported byInputFloat()
/InputInt()
/InputScalar()
etc. widgets. It actually never was. (#8065, #3946) - imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render OpenType SVG fonts. Requires defining
IMGUI_ENABLE_FREETYPE_PLUTOSVG
along withIMGUI_ENABLE_FREETYPE
. Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help). (#7927, #7187, #6591, #6607) [pthom] - Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
ImGui_ImplXXXX_RenderState
structures during render loop, for user draw callbacks. (#6969, #5834, #7468, #3590) - Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230)
Changes from 1.91.3 to 1.91.4 in the Docking branch:
- Backends: changed all backends to allow enabling
ImGuiConfigFlags_ViewportsEnable
after initialization. (#5371)