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@ -92,18 +92,21 @@ Other changes: |
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a drag and drop source or target: a SetNextWindowPos() call won't be overriden. (#6973) |
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- Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var. |
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- Fonts: made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903) |
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- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not |
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provide a way to do a portable sleep. (#7844) |
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut] |
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- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. |
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- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back |
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by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette] |
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- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString() |
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since GLFW own tests are doing that and it seems unnecessary. |
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- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO |
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instead of ImGuiIO. |
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop |
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) |
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- Backends: |
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- Backends: GLFW: added ImGui_ImplGlfw_Sleep() helper function because GLFW does not |
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provide a way to do a portable sleep. (#7844) |
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- Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut] |
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- Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. |
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- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership logic was reverted back |
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by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette] |
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- Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString() |
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since GLFW own tests are doing that and it seems unnecessary. |
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- Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO |
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instead of ImGuiIO. |
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- Examples: |
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- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop |
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to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) |
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- Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. |
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Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898) |
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