Releases: ocornut/imgui
v1.77
Reading the full changelog is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc.
FAQ: https://www.dearimgui.org/faq/
Discord server: https://discord.dearimgui.org
Issues and support: https://github.com/ocornut/imgui/issues
Thank you!
Ongoing work on Dear ImGui is currently financially supported by:
- Platinum sponsors: Blizzard, Ubisoft, Nvidia, Google
- Also recently supported by Activision, Arkane Studios, RAD Game Tools, Grinding Gear Games and more. See sponsors page for details.
We are transitioning toward a B2B model to grow and sustain the project (also see: "What happened in 2019?"). If your company uses Dear ImGui, consider reaching out at contact at dearimgui.com.
Huge thank you to all past and present supporters!
Breaking Changes
- Removed
ImFontAtlas::AddCustomRectRegular()
unnecessary first argumentID
. Please note that this is a Beta api and will likely be reworked in order to support multi-DPI across multiple monitor s. - Renamed
OpenPopupOnItemClick()
toOpenPopupContextItem()
. Kept inline redirection function (will obsolete). - Removed
BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items)
in favor ofBeginPopupContextWindow(const char*, ImGuiPopupFlags flags)
withImGuiPopupFlags_NoOverItems
. Kept inline redirection function (will obsolete). - Removed obsoleted
CalcItemRectClosestPoint()
entry point (has been asserting since December 2017).
Other Changes
- TreeNode: Fixed bug where
BeginDragDropSource()
failed when the_OpenOnDoubleClick
flag is enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow flag was also set, and_OpenOnArrow
is frequently set along with_OpenOnDoubleClick
). - TreeNode: Fixed bug where dragging a payload over a TreeNode() with either
_OpenOnDoubleClick
or_OpenOnArrow
would open the node. (#143) - Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
- Tabs: Added
style.TabMinWidthForUnselectedCloseButton
settings:- Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
- Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
- Set to an intermediary value to toggle behavior based on width (same as Firefox).
- Tabs: Added a
ImGuiTabItemFlags_NoTooltip
flag to disable the tooltip for individual tab item (vsImGuiTabBarFlags_NoTooltip
for entire tab bar). [@Xipiryon] - Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new
ImGuiPopupFlags
sets of flags instead of a mouse button index. The API is automatically backward compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits. - Popups: Added
ImGuiPopupFlags_NoOpenOverExistingPopup
forOpenPopup*
/BeginPopupContext*
functions to first test for the presence of another popup at the same level. - Popups: Added
ImGuiPopupFlags_NoOpenOverItems
forBeginPopupContextWindow()
- similar to testing for!IsAnyItemHovered()
prior to doing anOpenPopup()
. - Popups: Added
ImGuiPopupFlags_AnyPopupId
andImGuiPopupFlags_AnyPopupLevel
flags forIsPopupOpen()
, allowing to check if any popup is open at the current level, if a given popup is open at any popup level, if any popup is open at all. - Popups: Fix an edge case where programmatically closing a popup while clicking on its empty space would attempt to focus it and close other popups. (#2880)
- Popups: Fix
BeginPopupContextVoid()
when clicking over the area made unavailable by a modal. (#1636) - Popups: Clarified some of the comments and function prototypes.
- Modals:
BeginPopupModal()
doesn't set theImGuiWindowFlags_NoSavedSettings
flag anymore, and will not always be auto-centered. Note that modals are more similar to regular windows than they are to popups, so api and behavior may evolve further toward embracing this. (#915, #3091). Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)). - Metrics: Added a "Settings" section with some details about persistent ini settings.
- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to
BeginMenu()
/EndMenu()
or BeginPopup()/
EndPopup()`. (#3223, #1207) [@rokups] - Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups] - Columns: Lower overhead on column switches and switching to background channel.
Benefits Columns but was primarily made with Tables in mind! - Fonts: Fix
GetGlyphRangesKorean()
end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap] - ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591) [@thedmd, @ShironekoBen, @sergeyn, @ocornut]
- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) [@ocornut, @thedmd, @ShironekoBen]
- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591)
- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after a callback draw command would incorrectly override the callback draw command.
- ImDrawList: Fixed minor bug introduced in 1.75 where
AddCircle()
with 12 segments would generate an extra unrequired vertex. [@ShironekoBen] - Misc, Freetype: Fix for rare case where
FT_Get_Char_Index()
succeeds butFT_Load_Glyph()
fails. - Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web. Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups, static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns). Fixed a static constructor which led to this dependency on some compiler setups.
- Backends: Win32: Support for #define NOGDI, won't try to call
GetDeviceCaps()
. (#3137, #2327) - Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
- Backends: SDL: Report a zero display-size when window is minimized, consistent with other back-ends, making more render/clipping code use an early out path.
- Backends: OpenGL: Fixed handling of GL 4.5+
glClipControl(GL_UPPER_LEFT)
by inverting the projection matrix top and bottom values. (#3143, #3146) [@u3shit] - Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka]
- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal]
- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177)
- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData structure didn't have any vertices. (#2697) [@kudaba]
- Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus]
- Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259)
- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm not forwarding right and center mouse clicks. (#3260) [@nburrus]
Other branches & Beta features!
The tables (#2957) features is still available for testing. When it stabilize we will merge it to master (expected to be part of 1.80).
Some user-visible changes from 1.76 in 1.77 related to the tables branch include:
- Tables: Restore width/weight saving/loading code. Non-weighted width are font/DPI change friendly.
- Tables: Resizing weighted column preserve sum of weights. Fix ResizedColumn init leading to undesirable TableSetColumnWidth() on first run.
- Tables: Added
TableGetHoveredColumn()
, simplifyingTableAutoHeaders()
toward aim of it being a user-land function. - Tables: Made
TableHeader()
responsible for opening per-column context menu to move responsibility away fromTableAutoHeaders()
. - Tables: Fix
TableDrawMergeChannels()
mistakenly merging unfrozen columns ClipRect with host ClipRect. - Tables: Fix assert/crash when a visible column is clipped in a multi clip group situation.
- Tables: Fix sort specs sometimes incorrectly reporting sort spec count when table loses _MultiSortable flag during runtime.
- Tables: Fixed a manual resize path not marking settings as dirty,
TableSortSpecsSanitize()
doesn't need to test table->IsInitializing - Tables: Try to report contents width to outer window, generally better auto-fit.
- Tables: Fixed incorrect application of CursorMaxPos.x. (#3162)
- Tables: Fixed ignoring DefaultHide or Defaul...
v1.76
Reading the full changelog is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc.
FAQ: https://www.dearimgui.org/faq/
Discord server: https://discord.dearimgui.org
Issues and support: https://github.com/ocornut/imgui/issues
Thank you!
Ongoing work on Dear ImGui is currently financially supported by Blizzard, Ubisoft, Nvidia, Google, along with Activision, Next Level Games, Supercell, Remedy and more. See sponsors page for details.
We are transitioning toward a B2B model to grow and sustain the project (also see: "What happened in 2019?"). If your company uses Dear ImGui, consider reaching out at contact at dearimgui.com.
Huge thank you to all past and present supporters!
All Changes
(No known API breaking changes)
- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025)
- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups]
- BeginMenu: Fixed a bug where SetNextWindowXXX data before a
BeginMenu()
would not be cleared when the menu is not open. (#3030) - InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*' glyph. (#2149, #515)
- Selectable: Fixed honoring
style.SelectableTextAlign
with unspecified size. (#2347, #2601) - Selectable: Allow using
ImGuiSelectableFlags_SpanAllColumns
in other columns than first. (#125) - TreeNode: Made clicking on arrow with
_OpenOnArrow
toggle the open state on the Mouse Down event rather than the Mouse Down+Up sequence (this is rather standard behavior). - ColorButton: Added
ImGuiColorEditFlags_NoBorder
flag to remove the border normally enforced by default for standalone ColorButton. - Nav: Fixed interactions with
ImGuiListClipper
, so e.g. Home/End result would not clip the landing item on the landing frame. (#787) - Nav: Internals: Fixed currently focused item from ever being clipped by
ItemAdd()
. (#787) - Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial cursor position. This would often get fixed after the fix item submission, but using the
ImGuiListClipper
as the first thing after Begin() could largely break size calculations. (#3073) - Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar]
- Compile-time enable with
#define IMGUI_USE_WCHAR32
in imconfig.h. - More onsistent handling of unsupported code points (0xFFFD).
- Surrogate pairs are supported when submitting UTF-16 data via
io.AddInputCharacterUTF16()
, allowing for more complete CJK input. - sizeof(ImWchar) goes from 2 to 4.
IM_UNICODE_CODEPOINT_MAX
goes from 0xFFFF to 0x10FFFF. - Various structures such as
ImFont
,ImFontGlyphRangesBuilder
will use more memory, this is currently not particularly efficient.
- Compile-time enable with
- Columns: undid the change in 1.75 were
Columns()
/BeginColumns()
were preemptively limited to 64 columns with an assert. (#3037, #125) - Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons.
- Misc: Added an explicit compile-time test for non-scoped
IM_ASSERT()
macros to redirect users to a solution rather than encourage people to add braces in the codebase. - Misc: Added additional checks in
EndFrame()
to verify that io.KeyXXX values have not been tampered with between NewFrame() and EndFrame(). - Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context instead of a static buffer, so it can be freed properly on Shutdown. (#3110)
- Misc, Freetype: Fixed support for
IMGUI_STB_RECT_PACK_FILENAME
compile time directive in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult] - Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the
ImDrawCmd
instead of requiring to open it. Added options to disable bounding box and mesh display. Added notes on inactive/gc-ed windows. - Demo: Added black and white and color gradients to
Demo>Examples>Custom Rendering
. - CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups]
- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld]
- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult]
- Backends: Win32: Added
ImGui_ImplWin32_EnableDpiAwareness()
,ImGui_ImplWin32_GetDpiScaleForHwnd()
,ImGui_ImplWin32_GetDpiScaleForMonitor()
helpers functions (backported from the docking branch). Those functions makes it easier for example apps to support hi-dpi features without setting up a manifest. - Backends: Win32: Calling
AddInputCharacterUTF16()
from WM_CHAR message handler in order to support high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar] - Backends: SDL: Added
ImGui_ImplSDL2_InitForMetal()
for API consistency (even though the function currently does nothing). - Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71]
- Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn]
- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]
Stay safe (and sneeze in your elbow)!
Other branches & Beta features!
New! The tables (#2957) features is still available for testing. When it stabilize we will merge it to master (expected merge in Q2 2020).
The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated.
Some of changes from 1.75 in 1.76 related to the docking branch (multi-viewport and docking features) include:
- Docking: Fixed assert preventing dockspace from being created instead a hidden tab. (#3101)
- Viewports: Fixed secondary viewports accidentally merging into a minimized host viewport. (#3118)
- Viewports, Docking: Added per-viewport work area system for e.g. menu-bars. Fixed
DockspaceOverViewport()
and demo code (overlay etc) accordingly. (#3035, #2889, #2474, #1542, #2109) - Viewports: Improve menu positioning in multi-monitor setups. [@rokups]
- Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939)
- Viewports: Avoid manually clipping resize grips and borders, which messes up with automation ability to locate those items. Also simpler and more standard.
- Viewports: Fix for UWP in the imgui_impl_win32.cpp IME handler. (#2895, #2892).
- Viewports: Bunch of extra of comments to facilitate setting up multi-viewports.
- Viewports, GLFW: Avoid using window positioning workaround for GLFW 3.3+ versions that have it fixed. Amend 09780b8.
Some of the changes to 1.75 to 1.76 related to the tables branch include:
- Tables: Fix sort direction arrow (#3023). Remove SortOrder from ImGuiTableSortSpecsColumn. Made sort arrow smaller.
- Tables: Added TableSetColumnWidth() api variant aimed at becoming public facing.
- Tables: Fixed advanced demo layout when clipped.
- Tables: Fix scrolling freeze bug with more than 32 columns (#3058). Fix limit of 63 columms instead of 64.
- Tables: Locking IndentX per-row so multiple columns with IndentEnabled don't get indent shearing.
- Tables: Added per-column
ImGuiTableColumnFlags_NoReorder
flag.
Some of the changes to 1.75 to 1.76 related to the range_select branch (experimental multi-select/range-select API) include:
- RangeSelect/MultiSelect: Fixed CTRL+A not testing focus scope id. Fixed CTRL+A not testing active id.
- RangeSelect/MultiSelect: Added more demo code.
- RangeSelect/MultiSelect: Fix Selectable() ambiguous return value, clarify need to use IsItemToggledSelection().
- RangeSelect/MultiSelect; Fix a race condition where releasing a keyboard modifier on the frame after a keypress would erroneously ignore the key press.
- Treenode fixes with multi-select api enabled.
There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the saner and nicer Visual Studio projects generated by premake.
Help wanted!
- If your company uses Dear ImGui, you can reach out to contact at dearimgui.com.
- Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you a...
v1.75
Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc.
FAQ: https://www.dearimgui.org/faq/
Discord server: https://discord.dearimgui.org
Issues and support: https://github.com/ocornut/imgui/issues
Thank you!
Ongoing work on Dear ImGui is currently financially supported by Blizzard, Google, Ubisoft, Nvidia along with Remedy, Next Level Games. Supercell, Framefield, Mobigame, DotEmu, Media Molecule.
We are transitioning toward a B2B model to grow and sustain the project (also see: "What happened in 2019?"). If your company uses Dear ImGui and you would like to meet at GDC 2020, you can reach out to denis at dearimgui.com.
Huge thank you to all past and present supporters!
TL;DR;
- Removed redirecting functions/enums names which were marked obsolete in 1.53 (December 2017).
- Dozens of fixes, e.g. for Ctrl+Tab, InputText, ColorEdit, in backends etc. among other things.
- Made the new Tables API public (#2957), it is now available for testing in a branch and will be merged to master once stabilized (hopefully by next release). Feedback welcome!
- Added
ImDrawList::AddNgon
apis for explicit low-polygon count, in prevision for future version making all circles actually round.ImDrawList::AddCircle
apis can now takes a zero segment count to use auto-tesselation.
Breaking Changes
- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017):
If you were still using the old names, while you are cleaning up, considering enablingIMGUI_DISABLE_OBSOLETE_FUNCTIONS
in imconfig.h even temporarily to have a pass at finding and removing up old API calls, if any remaining.ShowTestWindow()
-> useShowDemoWindow()
IsRootWindowFocused()
-> useIsWindowFocused(ImGuiFocusedFlags_RootWindow)
IsRootWindowOrAnyChildFocused()
-> useIsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
SetNextWindowContentWidth(w)
-> useSetNextWindowContentSize(ImVec2(w, 0.0f)
GetItemsLineHeightWithSpacing()
-> useGetFrameHeightWithSpacing()
ImGuiCol_ChildWindowBg
-> useImGuiCol_ChildBg
ImGuiStyleVar_ChildWindowRounding
-> useImGuiStyleVar_ChildRounding
ImGuiTreeNodeFlags_AllowOverlapMode
-> useImGuiTreeNodeFlags_AllowItemOverlap
IMGUI_DISABLE_TEST_WINDOWS
-> useIMGUI_DISABLE_DEMO_WINDOWS
- Removed implicit default parameter to
IsMouseDragging(int button = 0)
to be consistent with other mouse functions (none of the other functions have it). - Obsoleted calling
ImDrawList::PrimReserve()
with a negative count (which was vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API which can be implemented faster. Also clarified pre-existing constraints which weren't documented (can only unreserve from the last reserve call). If you suspect you ever used that feature before (very unlikely, but grep for call to PrimReserve in your code), you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen] ImDrawList::AddCircle()
/AddCircleFilled()
functions don't accept negative radius.- Limiting
Columns()
/BeginColumns()
api to 64 columns with an assert. While the current code technically supports it, future code may not so we're putting the restriction ahead. - imgui_internal.h: changed
ImRect()
default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it without an explicit initialization, you may need to fix your initial value.
Other Changes
- Inputs: Added
ImGuiMouseButton
enum for convenience (e.g. ImGuiMouseButton_Right=1). We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2. - Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787)
- ColorEdit: Fix label alignment when using
ImGuiColorEditFlags_NoInputs
. (#2955) [@rokups] - ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008).
- InputText: Fix using a combination of
_CallbackResize
(e.g. for std::string binding), along with the_EnterReturnsTrue
flag along with the rarely used property of using an InputText without persisting user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009) - MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
- Window: Fix
SetNextWindowBgAlpha(1.0f)
failing to override alpha component. (#3007) [@Albog] - Window: When testing for the presence of the
ImGuiWindowFlags_NoBringToFrontOnFocus
flag we test both the focused/clicked window (which could be a child window) and the root window. - ImDrawList:
AddCircle()
,AddCircleFilled()
API can now auto-tessellate when provided a segment count of zero. Alter tessellation quality withstyle.CircleSegmentMaxError
. [@ShironekoBen] - ImDrawList: Add
AddNgon()
,AddNgonFilled()
API with a guarantee on the explicit segment count. In the current branch they are essentially the same asAddCircle()
,AddCircleFilled()
but as we will rework the circle rendering functions to use textures and automatic segment count selection, those new api can fill a gap. [@ShironekoBen] - Columns:
ImDrawList::Channels*
functions now work inside columns. Added extra comments to suggest using user-ownedImDrawListSplitter
instead of ImDrawList functions. [@rokups] - Misc: Added
ImGuiMouseCursor_NotAllowed
enum so it can be used by more shared widgets. [@rokups] - Misc: Added
IMGUI_DISABLE
compile-time definition to make all headers and sources empty. - Misc: Disable format checks when using stb_printf, to allow using extra formats. Made
IMGUI_USE_STB_SPRINTF
a properly documented imconfig.h flag. (#2954) [@loicmolinari] - Misc: Added
misc/single_file/imgui_single_file.h
, We use this to validate compiling all *.cpp files in a same compilation unit. Actual users of that technique (also called "Unity builds") can generally provide this themselves, so we don't really recommend you use this. [@rokups] - CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for
ImGuiMouseCursor_NotAllowed
. [@rokups] - Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available on Wayland). (#2800, #2802) [@NeroBurner]
- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
- Backends: Win32: Added support for
#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
to disable all XInput using code, andIMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
to disable linking with XInput,the later may be problematic if compiling with recent Windows SDK and you want your app to run on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716) - Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
- Backends: Emscripten: Avoid forcefully setting
IMGUI_DISABLE_FILE_FUNCTIONS
. (#3005) [@podsvirov] - Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might automatically use it). (#2919, #2798)
- Examples: OpenGL: Added support for glbindings OpenGL loader. (#2870) [@rokups]
- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo]
- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
Beta features!
New! The tables (#2957) features is now available for testing. When it stabilize we will merge it to master.
The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Yo...
v1.74
This is a general release, keeping with the rhythm of having more frequent, smaller releases.
Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
Wiki: https://github.com/ocornut/imgui/wiki for bindings, links, extensions etc.
FAQ: https://www.dearimgui.org/faq/
Issues and support: https://github.com/ocornut/imgui/issues
Discord server: https://discord.dearimgui.org
Thank you!
Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment and Google + general & community work by many individual users, hobbyists and studios (recent supporting studios include Remedy Entertainment and Next Level Games). See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.
A lot of my time recently has been working on way to scale the team and increase velocity of Dear ImGui development. This is translating into contributions from more developers already visible in this version (with more to come!). Upcoming sponsors and donations will help fund an increasing amount of other developers.
Welcoming @rokups who recently joined the team!
Among the already visible things he contributed (with many more in the work), he has expanded our continous integration suite to test a large variety of the examples on many platforms. Linux/Mac support for the multi-viewports feature has improved. Ongoing work on the upcoming testing/automation framework has also progressed a lot, with more regression tests, and we are working on automated capturing tools which we will use to create documentations.
Much of our current work is happening on the Tables feature, which should open in public-beta very soon, and the Automation/Regression testing framework.
TL;DR;
- Removed redirecting functions/enums names which were marked obsolete in 1.52 (October 2017).
- Quantity of fixes.
- Improved readme, docs, links, wiki hub.
- Improved our continuous integration and testing suite.
Breaking Changes:
We are hitting the line where we will remove old functions names which were obsoleted 2 years ago (~1.52) resulting in a bunch of small cleanups. Other than that, we have a couple of obsoleted symbols but they should only affected a small portion of advanced users.
- Removed redirecting functions/enums names which were marked obsolete in 1.52 (October 2017):
Begin() [old 5 args version]
-> useBegin() [3 args]
, useSetNextWindowSize()
SetNextWindowBgAlpha()
if neededIsRootWindowOrAnyChildHovered()
-> useIsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
AlignFirstTextHeightToWidgets()
-> useAlignTextToFramePadding()
SetNextWindowPosCenter()
-> useSetNextWindowPos()
with a pivot of (0.5f, 0.5f)ImFont::Glyph
-> useImFontGlyph
If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features, or see how they were implemented until 1.73.
- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used
by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can
add +io.KeyRepeatDelay to it to compensate for the fix.
The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - Misc: Renamed
IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
toIMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
. (#1038) - Misc: Renamed
IMGUI_DISABLE_MATH_FUNCTIONS
toIMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
. - Fonts:
ImFontAtlas::AddCustomRectRegular()
now requires an ID larger than 0x110000 (instead of 0x10000) to
conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - Backends: DX12: Added extra
ID3D12DescriptorHeap
parameter toImGui_ImplDX12_Init() function
.
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
Other Changes:
- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text baseline alignment. The issue would generally manifest when laying out multiple items on a same line, with varying heights and text baseline offsets. Some specific examples, e.g. a button with regular frame padding followed by another item with a multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc. The second item was correctly offset to match text baseline, and would interact/display correctly, but it wouldn't push the contents area boundary low enough.
- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where all child window contents would be culled.
- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j]
- TreeNode: Fixed combination of
ImGuiTreeNodeFlags_SpanFullWidth
andImGuiTreeNodeFlags_OpenOnArrow
incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) - TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating interactions with custom multi-selections patterns. (#2886, #1896, #1861)
- TreeNode: Added
IsItemToggledOpen()
to explicitly query if item was just open/closed, facilitating interactions with custom multi-selections patterns. (#1896, #1861) - DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data to clarify how they are used, and more comments redirecting to the demo code. (#2844)
- Error handling: Assert if user mistakenly calls
End()
instead ofEndChild()
on a child window. (#1651) - Misc: Optimized storage of window settings data (reducing allocation count).
- Misc: Windows: Do not use
_wfopen()
ifIMGUI_DISABLE_WIN32_FUNCTIONS
is defined. (#2815) - Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
- Misc: Using
static_assert()
when using C++11, instead of our own construct (avoid zealous Clang warnings). - Misc: Added
IMGUI_DISABLE_FILE_FUNCTIONS
/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION
to nullify or disable
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734) - Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
- Metrics: Expose basic details of each window key/value state storage.
- Examples: DX12: Using
IDXGIDebug1::ReportLiveObjects()
whenDX12_ENABLE_DEBUG_LAYER
is enabled. - Examples: Emscripten: Removed
BINARYEN_TRAP_MODE=clamp
from Makefile which was removed in Emscripten 1.39.0 but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov] - Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose
glDrawElementsBaseVertex()
, using runtime GL version to decide if we setImGuiBackendFlags_RendererHasVtxOffset
. (#2866, #2852) [@dpilawa] - Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
Beta features!
The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. Recent changes to the multi-viewport and docking features:
- Docking: Can undock from the small triangle button. (#2109,. #2645)
- Docking: Fixed node->HasCloseButton not honoring
ImGuiDockNodeFlags_NoCloseButton
in a floating node, leading to empty space at the right of tab-bars with those flags. (#2109) - Docking: Made docked windows not use
style.ChildRounding
. - Multi-viewports: Added multi-viewport support in the DX12 back-end. (#2851) [@obfuscate]
There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the saner and nicer Visual Studio projects generated by premake.
##...
v1.73
Fall celebration release!
This is a general release, keeping with the rhythm of having more frequent, smaller releases.
Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
See https://github.com/ocornut/imgui for the project homepage.
See https://github.com/ocornut/imgui/releases for earlier release notes.
See https://github.com/ocornut/imgui/wiki for bindings, links, 3rd parties helpers/extensions, widgets etc.
Issues and support: https://github.com/ocornut/imgui/issues
Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)
Thank you!
Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment and Google (welcome Google!) + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.
A lot of my time recently has been working on way to scale the team and increase velocity of Dear ImGui development. This is translating into contributions from more developers already visible in this version (with more to come!). Upcoming sponsors and donations will help fund an increasing amount of other developers.
Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping! (omarcornut at gmail)
TL;DR;
- Nav: Home/End key support (was missing!).
- Tabs/TabBar fixes.
- ColorEdit workaround against HSV discontinuities when storing data as RGB.
- DragScalar: fixes for dragging unsigned values on ARM cpus.
- Tree: added flags to span available horizontal space or cover indentation area.
- Font: improve drawing of ellipsis ("...") which we will start to make more use of.
- Misc: release unused pools of vertex memory when windows become unused for a while.
- Dozens of other fixes, tweaks and improvements.
Other Changes:
- Nav, Scrolling: Added support for Home/End key. (#787)
- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue when Saturation==0, which reduces accidentally lossy interactions. (#2722, #2770) [@rokups]
- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711). Note that some elements won't accurately fade down with the same intensity, and the color wheel when enabled will have small overlap glitches with (style.Alpha < 1.0).
- TabBar: Fixed single-tab not shrinking their width down.
- TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
- TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768) (before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
- TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones.
- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value.
- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat]
- TreeNode: Added
ImGuiTreeNodeFlags_SpanAvailWidth flag
. This extends the hit-box to the right-most edge, even if the node is not framed. (Note: this is not the default in order to allow adding other items on the same line. In the future we will aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items, and then we will be able to make this the default.) . (#2451, #2438, #1897) [@Melix19, @PathogenDavid] - TreeNode: Added
ImGuiTreeNodeFlags_SpanFullWidth
flag. This extends the hit-box to both the left-most and right-most edge of the working area, bypassing indentation. - CollapsingHeader: Added support for
ImGuiTreeNodeFlags_Bullet
andImGuiTreeNodeFlags_Leaf
on framed nodes, mostly for consistency. (#2159, #2160) [@goran-w] - Selectable: Added
ImGuiSelectableFlags_AllowItemOverlap
flag in public api (was previously internal only). - Style: Allow
style.WindowMenuButtonPosition
to be set toImGuiDir_None
to hide the collapse button. (#2634, #2639) - Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set. Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow as possible. (#2775) [@rokups]
- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740)
- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506)
- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
- ImVector: Added
find()
,find_erase()
,find_erase_unsorted()
helpers. - Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per
io.ConfigWindowsMemoryCompactTimer = 60.0f
). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636) - Documentation: Various tweaks and improvements to the README page. [@ker0chan]
- Backends: OpenGL3: Tweaked initialization code allow application calling
ImGui_ImplOpenGL3_CreateFontsTexture()
beforeImGui_ImplOpenGL3_NewFrame()
, which sometimes can be convenient. - Backends: OpenGL3: Attempt to automatically detect default GL loader by using
__has_include
. (#2798) [@o-micron] - Backends: DX11: Fixed
GSGetShader()
call not passing an initialized instance count, which would generally make the DX11 debug layer complain (bug added in 1.72). - Backends: Vulkan: Added support for specifying multisample count. Set
ImGui_ImplVulkan_InitInfo::MSAASamples
to one of theVkSampleCountFlagBits
values to use, default is non-multisampled as before. (#2705, #2706) [@vilya] - Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710) [@intonarumori, @ElectricMagic]
- Misc: Updated
stb_rect_pack.h
from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic, fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
Beta features!
The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. Recent changes to the multi-viewport and docking features:
- Docking: Fix BeginDocked() path that creates node so that
SetNextWindowDockID()
doesn't immediately discard the node. (#2109) - Docking: Fix for node created at the same time as windows that are still resizing (typically with
io.ConfigDockingAlwaysTabBar
) to not be zero/min sized. (#2109). The fix delays their visibility by one frame, which is not ideal but not very problematic as the .ini data gets populated after that. - Docking: Fix a crash that could occur with a malformed ini file (DockNode Parent value pointing to a missing node).
- Viewport: Fix modal/popup window being stuck in unowned hidden viewport associated to fallback window without stealing it back. Fix modal reference viewport when opened outside of another window. (#1542)
- Viewport: Modals don't need to set
ImGuiViewportFlags_NoFocusOnClick
, this also mitigate the issue described by #2445, which becomes particularly bad with unfocused modal. (#1542) - Viewport: better case case where host window gets moved and resized simultaneous (toggling maximized state). There's no perfect solution there, than using
io.ConfigViewportsNoAutoMerge = false
. (#1542) - Viewport, Docking: Fixed incorrect assignment of IsFallbackWindow which would tag dock node host windows created in NewFrame() as such, messing with popup viewport inheritance.
- Viewport: Fixed issue where resize grip would display as hovered while mouse is still off the OS bounds so click would miss it and focus the OS window behind expected one. (#1542)
- Viewport: Fix to allow multiple shutdown / calls to
DestroyPlatformWindows()
. (#2769) - Viewport: Backends: GLFW: Fix setting window size on macOS (#2767, #2117) [@rokups]
- Viewport: Backends: GLFW+Linux: Fix window having incorrect size after uncollapse. (#2756, #2117) [@rokups]
- Viewport: Backends: DirectX9: Workaround for windows not refreshing when main viewport has no draw call. (#2560)
There's a CMake pull-request (#1713) if you prefer a traditional CMake integration over registering imgui sources files in your own project. There's a premake5 branch if you prefer the nicer Visual Studio projects generated by premake.
Help wanted!
- Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping!.
- **One upcoming project will be to start wr...
v1.72b
See https://github.com/ocornut/imgui for the project homepage.
See https://github.com/ocornut/imgui/releases for earlier release notes.
See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions.
New users: go to https://discourse.dearimgui.org for technical support.
TL;DR;
Releasing this as a hot-fix as 1.71 and 1.72 have a regression with gamepad/keyboard controls, where scrolling didn't always correctly track the navigated item.
Changes
- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when a keyboard/gamepad movement led to scrolling the view, or using e.g.
SetScrollHereY()
function. - Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
- Nav: Fixed an issue with
ImGuiWindowFlags_NavFlattened
(beta flag) where widgets not entirely fitting in child window (often selectables because of their protruding sides) would be not considered as entry points to to navigate toward the child window. (#787)
v1.72
Happy summer!
This is a general release following 1.71, keeping with the rhythm of having more frequent, smaller releases.
Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
See https://github.com/ocornut/imgui for the project homepage.
See https://github.com/ocornut/imgui/releases for earlier release notes.
See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions.
Issues and support: https://github.com/ocornut/imgui/issues
Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)
Thank you!
Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment and Google (welcome Google!) + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.
Welcoming Adrien Marchand (@LaMarche05) who started spending more time on Dear ImGui, currently contributing to ongoing work the automation/testing system (yet unreleased). Also check out his adventure game Edgar: Bokbok in Boulzac!
Dear ImGui is looking for a technical writer to help writing technical articles, tutorials and documentation. Please reach out if you are interesting in helping! (omarcornut at gmail)
TL;DR;
- Child windows don't get in the way of mouse wheel scrolling!
- Easier to implement scrolling tracking. Various scrolling fixes.
- Various columns fixes (maybe last ones until we switch to the wonderful upcoming Columns V2/Table system!).
- InputText: Support for keypad Enter key (ah!).
- Tools: Added
Metrics>Tools>Item Picker
which is convenient to easily break in debugger at the location an UI item is submitted. Particular useful in large or unknown codebases. (#2673) - Added SDL2+DirectX11 example application because clearly we don't have enough examples! (#2632, #2612, #2482) [@vincenthamm]
- Dozens of other fixes and small additions. Also synched the Docking branch accordingly.
Breaking Changes
- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017). If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out the new names or equivalent features.
ImGuiCol_Column*
,ImGuiSetCond_*
enums.IsItemHoveredRect()
,IsPosHoveringAnyWindow()
,IsMouseHoveringAnyWindow()
,IsMouseHoveringWindow()
functions.IMGUI_ONCE_UPON_A_FRAME
macro.
- Renamed
ImFontAtlas::CustomRect
toImFontAtlasCustomRect
. Kept redirection typedef (will obsolete). - Removed
TreeAdvanceToLabelPos()
which is rarely used and only doesSetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing())
. Kept redirection function (will obsolete). (#581, #324)
Please note that functions obsoleted in 1.53 will probably be removed by the end of the year. If your language binding is still on 1.53 please consider updating the bindings (newer bindings are mostly auto-generated, based on the metadata output by cimgui).
Other Changes:
- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are passing under the mouse cursor. (#2604)
- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window if ScrollMax is zero on the scrolling axis. Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to
SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling:
// (Submit items..)
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom..
ImGui::SetScrollHereY(1.0f); // ..make last item fully visible
- Scrolling: Added
SetScrollHereX()
,SetScrollFromPosX()
for completeness. (#1580) [@kevreco] - Window: Fixed
InnerClipRect
right-most coordinates using wrong padding setting (introduced in 1.71). - Window: Fixed old
SetWindowFontScale()
api value from not being inherited by child window. Added comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style). - Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
- Combo: Hide arrow when there's not enough space even for the square button.
- InputText: Testing for newly added
ImGuiKey_KeyPadEnter
key. (#2677, #2005) [@amc522] - TabBar: Fixed unfocused tab bar separator color (was using
ImGuiCol_Tab
, should useImGuiCol_TabUnfocusedActive
). - Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column
would wrongly use aWindowPadding.x
instead ofItemSpacing.x
like it always did. (#125, #2666) - Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x
worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset
the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666) - Columns: Improved honoring alignment with various values of
ItemSpacing.x
andWindowPadding.x
. (#125, #2666) - Columns: Made
GetColumnOffset()
andGetColumnWidth()
behave when there's no column set, consistently with other column functions. (#2683) - InputTextMultiline: Fixed vertical scrolling tracking glitch.
- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7). - Style: Attenuated default opacity of
ImGuiCol_Separator
in Classic and Light styles. - Style: Added
style.ColorButtonPosition
(left/right, defaults to ImGuiDir_Right) to move the color button
of ColorEdit3/ColorEdit4 functions to either side of the inputs. - IO: Added
ImGuiKey_KeyPadEnter
and support in various back-ends (previously back-ends would need to specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522] - Misc: Made
Button()
,ColorButton()
not trigger an "edited" event leading toIsItemDeactivatedAfterEdit()
returning true. This also effectively makeColorEdit4()
not incorrect triggerIsItemDeactivatedAfterEdit()
when clicking the color button to open the picker popup. (#1875) - Misc: Added
IMGUI_DISABLE_METRICS_WINDOW
imconfig.h setting to explicitly compile outShowMetricsWindow()
. - Debug, Metrics: Added
Metrics>Tools>Item Picker
tool which allow clicking on a widget to break in the debugger
within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed. - ImDrawList: Fixed
CloneOutput()
helper crashing. (#1860) [@gviot] - ImDrawListSplitter: (and
ImDrawList::ChannelsSplit()
): Fixed an issue with merging draw commands between channel 0 and 1. (#2624) - ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api, also this type was added in 1.71 and not advertised as a public-facing feature).
- Fonts:
binary_to_compressed_c.cpp
: Display an error message if failing to open/read the input font file. - Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name of an enum value instead of the underlying integer value.
- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), because it needs application to be linked with
-framework ApplicationServices
. It can be explicitly enabled back by using#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS
in imconfig.h. Re-added equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) - Backends: SDL2: Added dummy
ImGui_ImplSDL2_InitForD3D()
function to make D3D support more visible. (#2482, #2632) [@josiahmanson] - Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
Beta features!
The docking (#2109) and multi-viewports (#1542) features are available in the docking branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. Recent changes to the multi-viewport and docking features:
v1.71
Monthly release!
This is a general release following 1.70, keeping with the rhythm of having more frequent, smaller releases. Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
See https://github.com/ocornut/imgui for the project homepage.
See https://github.com/ocornut/imgui/releases for earlier release notes.
See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions.
Issues and support: https://github.com/ocornut/imgui/issues
Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)
Thank you!
Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.
TL;DR;
- Made it possible to support large meshes (64k+ vertices) while compiling with 16-bit indices, back-end need to set
ImGuiBackendFlags_RendererHasVtxOffset
and honorImDrawCmd::VtxOffset
. Added support for this in most back-ends. - Made
SetNextWindowContentSize()
actually useful (see details below). - Freetype: Support for Monochrome rasterizing which for some fonts can get you high-quality non-AA looking output.
- Fixes for tree nodes, collapsing headers, tab bars, columns inside an horizontally scrolling region.
- Dozens of other fixes and small additions. Also synched the Docking branch accordingly.
Breaking Changes
- IO: changed
io.AddInputCharacter(unsigned short c)
signature toio.AddInputCharacter(unsigned int c)
. - Renamed
SetNextTreeNodeOpen()
toSetNextItemOpen()
. Kept inline redirection function (will obsolete). - Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now performed as part of their parent window, avoiding the creation of an extraneous draw commands. If you have overlapping child windows with decorations, and relied on their relative z-order to be mapped to submission their order, this will affect your rendering. The optimization is disabled if the parent window has no visual output because it appears to be the most common situation leading to the creation of overlapping child windows. Please reach out if you are affected by this change!
Other Changes:
- Window: clarified behavior of
SetNextWindowContentSize()
. Content size is defined as the size available after removal of WindowPadding on each sides. SoSetNextWindowContentSize(ImVec2(100,100))
+ auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of the WindowPadding value. The exact meaning of ContentSize for decorated windows was previously ill-defined. - Window: Fixed auto-resize with
AlwaysVerticalScrollbar
orAlwaysHorizontalScrollbar
flags. - Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar appear for a single frame after the resize.
- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
- Fixed
InputScalar
,InputScalarN
,SliderScalarN
,DragScalarN
with non-visible label from insertingstyle.ItemInnerSpacing.x
worth of trailing spacing. - Fixed
InputFloatX
,SliderFloatX
,DragFloatX
functions erroneously reportingIsItemEdited()
multiple times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. - Fixed uses of
IsItemDeactivated()
,IsItemDeactivatedAfterEdit()
on multi-components widgets and after EndGroup(). (#2550, #1875) - Fixed crash when appending with
BeginMainMenuBar()
more than once and no other window are showing. (#2567) - ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple options. (#2587, broken in 1.69 by #2384).
- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
- Scrollbar: Minor bounding box adjustment to cope with various border size.
- Scrollbar, Style: Changed default
style.ScrollbarSize
from 16 to 14. - Combo: Fixed rounding not applying with the
ImGuiComboFlags_NoArrowButton flag
. (#2607) [@DucaRii] - Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement.
- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which emits key release events when focusing another viewport, leading to Alt+clicking on void on another viewport triggering the issue. (#2609)
- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using horizontal scrolling. (#2211, #2579)
- TabBar: Fixed
BeginTabBar()
within a window with horizontal scrolling from creating a feedback loop with the horizontal contents size. - Columns: Fixed
Columns()
within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). (#125) - Columns: Fixed
Separator()
from creating an extraneous draw command. (#125) - Columns: Fixed
Selectable()
withImGuiSelectableFlags_SpanAllColumns
from creating an extraneous draw command. (#125) - Style: Added
style.WindowMenuButtonPosition
(left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. - Style: Made window close button cross slightly smaller.
- Log/Capture: Fixed
BeginTabItem()
label not being included in a text log/capture. - ImDrawList: Added
ImDrawCmd::VtxOffset
value to support large meshes (64k+ vertices) using 16-bits indices. The renderer back-end needs to setio.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset
to enable this, and honor theImDrawCmd::VtxOffset
field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field. - ImDrawList: Added
ImDrawCmd::IdxOffset
value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. - ImDrawCallback: Allow to override the signature of
ImDrawCallback
by #define-ing it. This is meant to facilitate custom rendering back-ends passing local render-specific data to the draw callback. - ImFontAtlas: FreeType: Added
RasterizerFlags::Monochrome
flag to disable font anti-aliasing. Combine with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat] - ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500]
- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows.
- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541)
Beta features!
The docking (#2109) and multi-viewport (#1542) features are available in the docking
branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. There's a CMake pull-request (#1713).
Future features!
A sneak peak at what I am currently working on..
Tables (multi-purpose replacement for columns)
Help wanted!
- Multi-viewports in particular needs help on Linux and Mac, and specific workarounds for both SDL and GLFW are becoming highly desirable. (#2117),
- The Vulkan renderer appears to have issues (see vulkan tag)
- The DirectX12 renderer needs multi-viewports support.
- Browsing issues and todo list you may find something something to contribute to!
Gallery
See Gallery threads for more pictures and to post yours!
OpenSage (https://github.com/OpenSAGE/OpenSAGE)
NVIDIA Omniverse viewer (https://developer.nvidia.com/nvidia-omniverse)
in motion: https://twitter.com/NVBackchannel/status/1131712329446506497
Unnamed game by @Aarkham
![](https://user-images.githubuserconte...
v1.70
Hello!
In spite of the greaaat looking version number, this is a general release following 1.69, keeping with the rhythm of having more frequent, smaller releases. Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of features that you've been ignoring until now!
See https://github.com/ocornut/imgui for the project homepage.
See https://github.com/ocornut/imgui/releases for earlier release notes.
See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions.
Issues and support: https://github.com/ocornut/imgui/issues
Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)
Thank you
Ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.
TL;DR;
- Added
ImDrawCallback_ResetRenderState = -1
special ImDrawList callback value to request back-end renderer to reset its render state, in a standardized manner. - Layout: Added
SetNextItemWidth()
helper to avoid usingPushItemWidth()
/PopItemWidth()
for single items. - Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517).
- Examples: SDL: Support for SDL_GameController gamepads (enable with
ImGuiConfigFlags_NavEnableGamepad
). (#2509) [@DJLink] - Examples: Vulkan: Various fixes.
- Examples: Added GLFW+Metal and Emscripten examples.
- Examples: Renamed imgui_impl_freeglut to imgui_impl_glut.
- Many many other fixes, improvements, small additions. Read below!
Breaking Changes
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear a little thicker now (about +30%). (#2518) [@rmitton]
- Obsoleted
GetContentRegionAvailWidth()
, useGetContentRegionAvail().x
instead! Kept inline redirection function. - Examples: Vulkan: imgui_impl_vulkan: Added
MinImageCount
/ImageCount
fields in ImGui_ImplVulkan_InitInfo, required during initialization to specify the number of in-flight image requested by swap chains. (was previously a hard#define IMGUI_VK_QUEUED_FRAMES 2
). (#2071, #1677) [@nathanvoglsam] - Examples: Vulkan: Tidying up the demo/internals helpers (most engine/app should not rely on them but it is possible you have!).
Other Changes:
- ImDrawList: Added
ImDrawCallback_ResetRenderState = -1
, a special ImDrawList::AddCallback() value to request the renderer back-end to reset its render state. (#2037, #1639, #2452). Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each renderer code setting up initial render state has been moved to a function so it could be called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] - InputText: Fixed selection background rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
- InputText: Fixed
ImGuiInputTextFlags_AllowTabInput
leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336) - Layout: Added
SetNextItemWidth()
helper to avoid usingPushItemWidth()
/PopItemWidth()
for single items. Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(), generally referred to as the large framed+labeled items. Because the new SetNextItemWidth() function is explicit we may later extend its effect to more items. - Layout: Fixed
PushItemWidth(-width)
for right-side alignment laying out some items (button, listbox, etc.) with negative sizes if the 'width' argument was smaller than the available width at the time of item submission. - Window: Fixed window with the
ImGuiWindowFlags_AlwaysAutoResize
flag unnecessarily extending their hovering boundaries by a few pixels (this is used to facilitate resizing from borders when available for a given window). One of the noticeable minor side effect was that navigating menus would have had a tendency to disable highlight from parent menu items earlier than necessary while approaching the child menu. - Window: Close button is horizontally aligned with
style.FramePadding.x
. - Window: Fixed contents region being off by
WindowBorderSize
amount on the right when scrollbar is active. - Window: Fixed
SetNextWindowSizeConstraints()
with non-rounded positions making windows drift. (#2067, #2530) - Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517). Among other things, this allows opening a popup while no window are focused, and pressing Escape to clear the focus again.
- Popups: Fixed right-click from closing all popups instead of aiming at the hovered popup level (regression in 1.67).
- Selectable: With
ImGuiSelectableFlags_AllowDoubleClick
doesn't return true on the mouse button release following the double-click. Only first mouse release + second mouse down (double-click) returns true. Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) - GetMouseDragDelta(): also returns the delta on the mouse button released frame. (#2419)
- GetMouseDragDelta(): verify that mouse positions are valid otherwise returns zero.
- Inputs: Support for horizontal scroll with Shift+Mouse Wheel. (#2424, #1463) [@LucaRood]
- PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485)
- Columns: Fixed boundary of clipping being off by 1 pixel within the left column. (#125)
- Separator: Declare its thickness (1.0f) to the layout, making items on both ends of a separator look more symmetrical.
- Combo, Slider, Scrollbar: Improve rendering in situation when there's only a few pixels available (<3 pixels).
- Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate.
- Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click regardless of being covered by another window (it didn't honor correct hovering rules). (#2521)
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness up to 90 degrees angles, also faster to output. (#2518) [@rmitton]
- Misc: Added
IM_MALLOC()
/IM_FREE()
macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. - Misc: Made
IMGUI_CHECKVERSION()
macro also check for matching size of ImDrawIdx. - Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
- Demo: Improved trees in columns demo.
- Examples: OpenGL: Added a dummy GL call + comments in
ImGui_ImplOpenGL3_Init()
to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) - Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw]
- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
- Examples: Vulkan: Avoid passing negative coordinates to
vkCmdSetScissor
, which debug validation layers do not like. - Examples: Vulkan: Added
ImGui_ImplVulkan_SetMinImageCount()
to change min image count at runtime. (#2071) [@nathanvoglsam] - Examples: DirectX9: Fixed erroneous assert in
ImGui_ImplDX9_InvalidateDeviceObjects()
. (#2454) - Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496)
- Examples: GLUT: Fixed existing FreeGLUT example to work with regular GLUT. (#2465) [@andrewwillmott]
- Examples: GLUT: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. (#2465) [@andrewwillmott]
- Examples: GLUT: Made
io.DeltaTime
always > 0. (#2430) - Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, which if existing and when switching to recent SDK ends up conflicting and creating warnings.
Beta features!
The docking (#2109) and multi-viewport (#1542) features are available in the docking
branch, they are in beta but actively maintained and being used by many teams already. Your continuous feedback is always appreciated. There's a CMake pull-request (#1713).
Help wanted!
- Multi-viewports in particular needs help on Linux and Mac, and specific workarounds for both SDL and GLFW are becoming highly desirable. (#2117),
- The Vulkan renderer appears to have issues (see vulkan tag)
- The DirectX12 renderer needs multi-viewports support.
- Browsing issues and todo list you may find something so...
v1.69
This is a general release, keeping with the beat of having more frequent, smaller releases. Reading the full changelog is a good way to keep up to date with the things dear imgui has to offer, and maybe will give you ideas of features to explore that you've been ignoring until now!
See https://github.com/ocornut/imgui for the project homepage.
See https://github.com/ocornut/imgui/releases for earlier release notes.
See https://github.com/ocornut/imgui/wiki for language/framework bindings, links, 3rd parties helpers/extensions.
Issues and support: https://github.com/ocornut/imgui/issues
Technical support for new users: https://discourse.dearimgui.org (also search in GitHub Issues)
Thank you
Some ongoing work on dear imgui is currently being sponsored by Blizzard Entertainment + general & community work by many individual users, hobbyists and studios via e.g. Patreon or support contracts. See the readme for details. Huge thank you to all of you, past and present supporters! You help is very meaningful.
TL;DR;
- Added native support for u8/s8/u16/s16 data types in DragScalar, InputScalar, SliderScalar functions.
- Added
GetBackgroundDrawList()
helper to easily submit draw list primitives behind every windows. - Added
InputTextWithHint()
to display a greyed out message when an input field is empty. - Added
ImGuiColorEditFlags_InputHSV
to edit HSV colors without internal RGB<>HSV roundtrips. - Various fixes in the LogXXX functions to capture UI as text.
- Examples: OpenGL: Fixes to support GL ES 2.0 (WebGL 1.0).
- Dozens of other fixes and improvements.
ImGuiDataType_S8
/ImGuiDataType_U8
/ImGuiDataType_S16
/ImGuiDataType_U16
Breaking Changes
- Renamed ColorEdit/ColorPicker's
ImGuiColorEditFlags_RGB
/_HSV
/_HEX
flags to respectivelyImGuiColorEditFlags_DisplayRGB
/_DisplayHSV
/_DisplayHex
. This is because the addition of new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous. Keep redirection enum values (will obsolete). (#2384) [@haldean] - Renamed
GetOverlayDrawList()
toGetForegroundDrawList()
. Kept redirection function (will obsolete). (#2391)
Other Changes:
- Added
GetBackgroundDrawList()
helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391, #545) - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (
ImGuiDataType_S8
etc.). We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011) - Added
InputTextWithHint()
to display a description/hint in the text box when no text has been entered. (#2400) [@Organic-Code, @ocornut] - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
- Fixed
IsItemDeactivated()
/IsItemDeactivatedAfterEdit()
from not correctly returning true when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875) - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of overflowing or underflowing the value.
- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated.
- InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text.
- ColorEdit, ColorPicker, ColorButton: Added
ImGuiColorEditFlags_InputHSV
to manipulate color values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities). (#2383, #2384) [@haldean] - ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window while dragging its title bar. (#2389)
- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f6 in 1.67).
- TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651)
- TabBar: Fixed
ImGuiTabItemFlags_SetSelected
being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing. - TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where the drag payload activate a tab.
- TabBar: Reworked scrolling policy (when
ImGuiTabBarFlags_FittingPolicyScroll
is set) to teleport the view when aiming at a tab far away the visible section, and otherwise accelerate the scrolling speed to cap the scrolling time to 0.3 seconds. - Text: Fixed large
Text
/TextUnformatted
calls not declaring their size into layout when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect some scrolling request functions when called during the appearing frame of a window. - Plot: Fixed divide-by-zero in
PlotLines()
when passing a count of 1. (#2387) [@Lectem] - Log/Capture: Fixed
LogXXX
functions emitting an extraneous leading carriage return. - Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return.
- Log/Capture: Fixed
LogXXX
functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403)
- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
- Demo: InputText: Demonstrating use of
ImGuiInputTextFlags_CallbackResize
. (#2006, #1443, #1008). - Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. (This is particularly useful for the viewport branch because we are not supporting per-viewport frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394)
I want more!
The docking (#2109) and multi-viewport (#1542) features are available in the docking
branch, actively being used by dozens of teams. Your continuous feedback is always appreciated. There's a CMake pull-request (#1713).
Help wanted!
- Multi-viewports in particular needs help on Linux and Mac, and specific workarounds for both SDL and GLFW are becoming highly desirable. (#2117),
- The Vulkan renderer appears to have issues (see vulkan tag)
- The DirectX12 renderer needs multi-viewports support.
- Browsing issues and todo list you may find something something to contribute to!
Gallery
Not enough new pictures posted since 1.68! See Gallery threads for pictures and to post yours!
Instead I'll post a GIF showcasing the WIP automation/testing system (#435), setup to rearrange the demo contents to recreate a screenshot used on the front page. All interactions here are done without human intervention, but played at a human-watchable speed. The system is being designed to also run headless. No ETA yet but it is expected that automation/testing of dear imgui and dear imgui apps will be a thing in 2019.