Releases: ocornut/imgui
v1.90.6
1.90.6: May update
Reading the 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!
📣 Click version number above to display full release note contents, otherwise it is clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A
Also see our Wiki with sections such as Getting Started and Useful Extensions Gallery! 👌
Ahem
Consider reading the foreword for v1.90.5. If you contacted me in March consider following up :)
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out. See Funding & Sponsors page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and that will contribute to fund Dear ImGui.
Special thanks to @cfillion, @GamingMinds-DanielC, @PathogenDavid & more for for their help with patches and answers!
Recent financial contributions by G3DVu!, Lucid Games! Aras! Remedy Entertainment! And many other individuals. Thank you,
Changes
Breaking Changes:
- TreeNode: Fixed a layout inconsistency when using a empty/hidden label followed by a
SameLine()
call. (#7505, #282)
Before: TreeNode("##Hidden"); SameLine(); Text("Hello");
// This was actually incorrect! BUT appeared to look ok with the default style
// where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
After: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello");
// This is correct for all values in style.
- With the fix, IF you were successfully using TreeNode("")+SameLine(); you will now have extra spacing between your TreeNode and the following item. You'll need to change the SameLine() call to SameLine(0,0) to remove this extraneous spacing. This seemed like the more sensible fix that's not making things less consistent. (Note: when using this idiom you are likely to also use
ImGuiTreeNodeFlags_SpanAvailWidth
).
Other Changes
- Windows: Changed default
ClipRect
to extend to windows' left and right borders, instead of adding arbitraryWindowPadding.x * 0.5f
space on left and right. That ClipRect half-padding was arbitrary/confusing and inconsistent with Y axis. It also made it harder to draw items covering whole window without pushing an extended ClipRect. Some items near windows left and right edge that used to be clipped may be partly more visible. (#3312, #7540, #3756, #6170, #6365) - Windows: Fixed subsequent
Begin()
append calls from setting last item information for title bar, making it impossible to use IsItemHovered() on a Begin()-to-append, and causing issue bypassing hover detection on collapsed windows. (#7506, #823) - Fonts: Fixed font ascent and descent calculation when a font hits exact integer values. It is possible that some prior manual use of
ImFontConfig::GlyphOffset
may become duplicate with this fix. (#7399, #7404) [@GamingMinds-DanielC] - TreeNode: Added
ImGuiTreeNodeFlags_SpanTextWidth
to make hitbox and highlight only cover the label. (#6937) [@dimateos] - Tables: Angled headers: fixed multi-line label display when angle is flipped. (#6917)
- Tables: Angled headers: added
style.TableAngledHeadersTextAlign
and correspondingImGuiStyleVar_TableAngledHeadersTextAlign
variable. Default to horizontal center. (#6917) [@thedmd, @ocornut] - ProgressBar: Added support for indeterminate progress bar by passing an animated negative fraction, e.g. ProgressBar(-1.0f * GetTime()). (#5316, #5370, #1901)[@gan74]
- Text, DrawList: Improved handling of long single-line wrapped text. Faster and mitigate issues with reading vertex indexing limits with 16-bit indices. (#7496, #5720)
- Backends: OpenGL3: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling
glPolygonMode()
on them. (#7447) [@afraidofdark, @ocornut] - Backends: OpenGL3: Update loader for Linux to support EGL/GLVND. (#7562) [@ShadowNinja, @vanfanel]
- Backends: Vulkan: Added convenience support for Volk via
IMGUI_IMPL_VULKAN_USE_VOLK
define. (you could always useIMGUI_IMPL_VULKAN_NO_PROTOTYPES
+ImGui_ImplVulkan_LoadFunctions()
as well). (#6582, #4854) [@adalsteinnh, @kennyalive, @ocornut] - Backends: SDL3: Fixed text inputs. Re-enable calling
SDL_StartTextInput()
/SDL_StopTextInput()
as SDL3 no longer enables it by default. (#7452, #6306, #6071, #1953) [@Green-Sky] - Examples: GLFW+Vulkan, SDL+Vulkan: Added optional support for Volk. (#6582, #4854)
- Examples: GLFW+WebGPU: Added support for WebGPU-native/Dawn (#7435, #7132) [@eliasdaler, @Zelif]
- Examples: GLFW+WebGPU: Renamed
example_emscripten_wgpu/
toexample_glfw_wgpu/
. (#7435, #7132)
Changes from 1.90.5 to 1.90.6 related to the Docking branch:
- Docking: when
io.ConfigDockingWithShift
is enabled, fixed help tooltip erroneously readingSetNextWindowXXX()
data. (#6709, #4643, #7491) [@ocornut, @cfillion] - Viewports: fixed outer-right edge of MenuBar clipping rectangle off by one when window is located on a monitor with negative coordinates. (#6861, #2884) [@cfillion]
- Backends: Vulkan: reworked swap-chain resize handling for secondary viewports, fix for typical Linux setups. (#2626, #3390, #3758, #7508, #7513) [@RoryO, @InsideBSITheSecond]
- Backends: Vulkan: create a custom pipeline for secondary viewports. Fixes issues when user created main viewport uses a different renderpass. (#6325, #6305, #7398, #3459, #3253, #3522) [@skaman, @FunMiles]
Changes from 1.90.3 to 1.90.6 related to the Range-Select branch: (previous release notes skipped a few)
- RangeSelect/MultiSelect: (Breaking) merge
ImGuiSelectionRequestType_Clear
andImGuiSelectionRequestType_SelectAll
intoImGuiSelectionRequestType_SetAll
, renameImGuiSelectionRequest::RangeSelected
toSelected
. - RangeSelect/MultiSelect: Simplified
ImGuiSelectionBasicStorage
by using a single SetItemSelected() entry point. - RangeSelect/MultiSelect: Added
ImGuiMultiSelectFlags_NoAutoSelect
,ImGuiMultiSelectFlags_NoAutoClear
features. - RangeSelect/MultiSelect: Added Checkbox Demo.
- RangeSelect/MultiSelect: Box-Select: fix preventing focus. amend determination of scope_hovered for decorated/non-child windows + avoid stealing NavId. (#7424)
Gallery
Bitty Engine
https://paladin-t.github.io/bitty/
@naoki-0603: "Game engine under development. / This is a game under development using my own game engine."
@Eragon-Brisingr: ImGui_WS Support Unreal Engine use ImGui and Draw on web page.
https://github.com/Eragon-Brisingr/ImGui_WS
storymachine
https://www.trystorymachine.com
@achabense: _"I'm working on a project for exploring MAP-rules.
https://github.com/achabense/astral
@mikamyara : "I write a code that simulates a CPU architecture for my students (for pedagogy only), and once the microcode table is filled with necessary signals, allows to create simple assembler code."
https://dl.eea-fds.umontpellier.fr/ArchiLaSimu-1.0/
@rafaelanderka: lbm-imgui "an interactive fluid simulation toolbox."
https://github.com/rafaelanderka/lbm-imgui
@antopilo "A game engine inspired by Quake that I've been working on for a couple years"
https://nuake.antopilo.dev
https://github.com/antopilo/Nuake
Tug by @kyle-sylvestre: Tug: GDB frontend made with Dear ImGui
https://github.com/kyle-sylvestre/Tug
Also see previous releases details.
Note that GitHub are now clamping release notes sometimes really badly, click on a header/title to read full notes.
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out (omar AT dearimgui DOT com). See Funding/Sponsors page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and that will contribute to fund Dear ImGui.
v1.90.5
1.90.5: Spring update
Reading the 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!
📣 Click version number above to display full release note contents, otherwise it is clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A
Also see our Wiki with sections such as Getting Started and Useful Extensions Gallery! 👌
New era?
I have been exceptionally mostly away in the past two months.
A series of things happened. The project lost its largest source of income a few months ago. Shortly after I ran into some personal issues that have been emotionally draining. Coincidentally this aligned with a long-time planed trip so it was a good timing to disappear for a little bit. I have attended GDC (thanks to BeamNG) in an effort to engage in discussion with some potential sponsors, and generally to engage a little bit of gamedev reality again :)
I am now back home. I have moved offices. Managed to get some financial contributions (G3DVu!, Lucid Games! Aras!) and hopeful that ongoing discussions will eventually allow to fill the gap. Heck, I'm looking into buying a Mac now to get toward settling some of the recurrent scaling/dpi issues.
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out. See Funding & Sponsors page. Did you know? If sponsoring is not your cup of tea, you may buy licenses for Test Engine and that will contribute to fund Dear ImGui.
Special thanks to @cfillion, @GamingMinds-DanielC, @PathogenDavid & more for for their help with patches and answers!
Changes
TL;DR
- Add concave polygon rendered for convenience.
- Menus/popup fix erroneous closing regression happening when moving mouse fast.
- Dozens of various fixes.
Breaking Changes:
- More formally obsoleted
GetKeyIndex()
whenIMGUI_DISABLE_OBSOLETE_FUNCTIONS
is set.
It has been unnecessary and a no-op since 1.87 (it returns the same value as passed when used with a 1.87+ backend usingio.AddKeyEvent()
function). (#4921)- Reminder:
IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))
-->IsKeyPressed(ImGuiKey_XXX)
- Reminder:
- ImDrawList: Merged the radius_x/radius_y parameters in
AddEllipse()
,AddEllipseFilled()
andPathEllipticalArcTo()
into a single ImVec2 parameter. Exceptionally, because those functions were added recently in 1.90, we are not adding inline redirection functions. The transition is easy and should affect few users. (#2743, #7417) [@cfillion]
Other Changes:
- Windows: Scrollbar visibility decision uses current size when both size and contents size are submitted by API. (#7252)
- Windows: Double-click to collapse may be disabled via key-ownership mechanism. (#7369)
- Windows: BeginChild(): Extend outer resize borders to the edges when there are no corner grips. Essentially affects resizable child windows. (#7440, #1710) [@cfillion]
- Windows: BeginChild(): Resizing logic for child windows evaluates whether per-axis clamping should be applied based on parent scrollbars, not child scrollbars. (#7440, #1710) [@cfillion] Adjust those resizing limits to match window padding rather than inner clipping rectangle.
- Tables: Fixed auto-width columns when using synced-instances of same table, width of one instance would bleed into next one instead of sharing their widths. (#7218)
- Tables: Angled headers: fixed border hit box extending beyond when used within non-scrollable tables. (#7416) [@cfillion]
- Tables: Angled headers: fixed borders not moving back up after
TableAngleHeadersRow()
stops being called. (#7416) [@cfillion] - Tables: Angled headers: rounding header size to nearest integers, fixes some issues when using clipper.
- Menus, Popups: Fixed an issue where sibling menu popups re-opening in successive frames would erroneously close the window. While it is technically a popup issue it would generally manifest when fast moving the mouse bottom to top in a sub-menu. (#7325, #7287, #7063)
- ProgressBar: Fixed passing fraction==NaN from leading to a crash. (#7451)
- ListBox: Fixed text-baseline offset when using SameLine()+Text() after a labeled
ListBox()
. - Drags, Sliders, Inputs: Fixed
io.PlatformLocaleDecimalPoint
decimal point localization feature not working regression from 1.90.1. (#7389, #6719, #2278) [@GamingMinds-DanielC] - Style: Added
ImGuiStyleVar_TabBorderSize
,ImGuiStyleVar_TableAngledHeadersAngle
for consistency. (#7411) [@cfillion] - DrawList: Added
AddConcavePolyFilled()
,PathFillConcave()
concave filling. (#760) [@thedmd] Note that only simple polygons (no self-intersections, no holes) are supported. - DrawList: Allow
AddText()
to accept null ranges. (#3615, 7391) - Docs: added more wiki links to headers of imgui.h/imgui.cpp to facilitate discovery
of interesting resources, because github doesn't allow Wiki to be crawled by search engines.- This is the main wiki: https://github.com/ocornut/imgui/wiki
- This is the crawlable version: https://github-wiki-see.page/m/ocornut/imgui/wiki ... Adding a link to the crawlable version, even though it is not intended for humans, to increase its search rank.
Changes from 1.90.4 to 1.90.5 related to the Docking branch:
- Backends: Win32: made it so that an appearing viewport showing up doesn't bring its parent to front. (#7354)
Gallery
@faywong: lemon-note: A simple note taking tool i created with IMGUI.
https://github.com/faywong/lemon-note
The Indie Stone just announced they're replacing their old debug UI in Project Zomboid with Dear ImGui.
More screenshots, some videos, and their thoughts can be found on their recent devlog.
"Spotted in Hypersomnia, Used as ingame UI"
https://store.steampowered.com/app/2660970/Hypersomnia/).
@eliasdaler "Dev tools for the game/engine I'm developing. The source code can be found here: https://github.com/eliasdaler/edbr"
"Universal compression ratio analyzer using the .kkp and .sym formats introduced in rekkrunchy-with-analytics."
https://github.com/ConspiracyHu/kkpView-public
And a blog post on resource compression:
https://conspiracy.hu/articles/12-minimal-engine-file-formats-of-conspiracy-intros/
Also see previous releases details.
Note that GitHub are now clamping release notes sometimes really badly, click on a header/title to read full notes.
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out (omar AT dearimgui DOT com). See Funding/Sponsors page.
v1.90.4
1.90.4: More fixes
Reading the 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!
📣 Click version number above to display full release note contents, otherwise it is clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A
Also see our Wiki with sections such as Getting Started and Useful Extensions Gallery! 👌
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out. See Sponsors page.
Changes
This is a small amend to v1.90.2 and v1.90.3.
TL;DR
- Fixed a menu closing issue. (#7325)
- Fixed focus/tabbing API from working on windows with
ImGuiWindowFlags_NoNavInputs
, which broke imgui_memory_editor in 1.90.2. - Improvements and fixes for Table Angled Headers mode. (#6917)
- Made
DebugStartItemPicker()
public API and wired to Tools menu. EVERY TIME I MENTION THE ITEMPICKER TO ANYONE, THEY SAY "WOW I WISH WE LEARNED ABOUT IT EARLIER". (#2673) - A few more stuff.
Other Changes:
- Nav: Fixed
SetKeyboardFocusHere()
or programmatic tabbing APIs from not working on windows with the ImGuiWindowFlags_NoNavInputs flag (regression in 1.90.2, which among other things broke imgui_memory_editor #36). - Menus, Popups: Fixed an issue where hovering a parent-menu upward would erroneously close the window. (#7325, #7287, #7063)
- Popups: Fixed resizable popup minimum size being too small. Standardized minimum size logic. (#7329).
- Modals: Temporary changes of
ImGuiCol_ModalWindowDimBg
are properly handled byBeginPopupModal()
. (#7340) - Tables: Angled headers: fixed support for multi-line labels. (#6917)
- Tables: Angled headers: various fixes to accurately handle CellPadding changes. (#6917)
- Tables: Angled headers: properly registers horizontal component of angled headers
for auto-resizing of columns. (#6917) - Tables: Angled headers: fixed
TableAngledHeadersRow()
incorrect background fill drawn too low, particularly visible with tables that have no scrolling. (#6917) - ProgressBar: Fixed a minor tessellation issue when rendering rounded progress bars,
where in some situations the rounded section wouldn't follow regular tessellation rules. - Debug Tools: Item Picker: Promoted
ImGui::DebugStartItemPicker()
to public API. (#2673) - Debug Tools: Item Picker: Menu entry visible in Demo->Tools but greyed out unless
io.ConfigDebugIsDebuggerPresent
is set. (#2673) - Misc: Added optional alpha multiplier parameter to
GetColorU32(ImU32)
variant. - Demo: Custom Rendering: better demonstrate
PathArcTo()
,PathBezierQuadraticCurveTo()
,PathBezierCubicCurveTo()
,PathStroke()
,PathFillConvex()
functions.
Changes from 1.90.3 to 1.90.4 related to the Docking branch:
- Backends: GLFW: enable
ImGuiBackendFlags_HasMouseHoveredViewport
support with GLFW 3.3.x, as required specs for it was relaxed in 1.87. This enable better viewport hovering detection without GLFW 3.4'sGLFW_MOUSE_PASSTHROUGH
, with less reliance on dear imgui's own heuristic of platform windows order. (#7316)
Also see previous releases details.
Note that GitHub are now clamping release notes sometimes really badly, click on a header/title to read full notes.
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out (omar AT dearimgui DOT com). See Sponsors page.
v1.90.3
1.90.3: Menu sizing fix and backends work
Reading the 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!
📣 Click version number above to display full release note contents, otherwise it is clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A
Also see our Wiki with sections such as Getting Started and Useful Extensions Gallery! 👌
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out. See Sponsors page.
Changes
This is a small amend to v1.90.2. In particular, the fix to sizing of child menus seemed important enough to warrant a hot-fix. In 1.90.1 and 1.90.2, child menus with lots of contents wouldn't get clamped to parent viewport boundaries and therefore wouldn't show a scrollbar.
Breaking Changes:
- Backends: SDL2: Removed obsolete
ImGui_ImplSDL2_NewFrame(SDL_Window*)
signature which was obsoleted in 1.84. Calling ImGui_ImplSDL2_NewFrame() without parameter is fine. - Backends: Vulkan: Moved RenderPass parameter from
ImGui_ImplVulkan_Init()
function toImGui_ImplVulkan_InitInfo
structure. Not required when using dynamic rendering. (#7308) [@shawnhatori] - Backends: Vulkan: Using dynamic rendering now require filling the
PipelineRenderingCreateInfo
structure inImGui_ImplVulkan_InitInfo
, allowing to configure color/depth/stencil formats. RemovedColorAttachmentFormat
field previously provided for dynamic rendering. (#7166, #6855, #5446, #5037) [@shawnhatori]
Other Changes:
- Menus, Popups: Fixed menus and popups with ChildWindow flag erroneously not displaying a scrollbar when contents is over parent viewport size. (#7287, #7063) [@ZingBallyhoo]
- Backends: SDL2, SDL3: Handle gamepad disconnection + fixed increasing gamepad reference counter continuously. Added support for multiple simultaneous gamepads. Added
ImGui_ImplSDL2_SetGamepadMode()
function to select whether to automatically pick
first available gamepad, all gamepads, or specific gamepads. (#3884, #6559, #6890, #7180) [@ocornut, @lethal-guitar, @wn2000, @bog-dan-ro] - Backends: SDL3: Fixed gamepad handling. (#7180) [@bog-dan-ro]
- Backends: SDLRenderer3: query newly added
SDL_RenderViewportSet()
to not restore a wrong viewport if none was initially set. - Backends: DirectX9: Using RGBA format when allowed by the driver to avoid CPU side conversion. (#6575) [@Demonese]
- Internals: Fixed ImFileOpen not working before context is created, preventing creation of a font atlas before main context creation. (#7314, #7315) [@PathogenDavid, @ocornut]
Also see previous releases details.
Note that GitHub are now clamping release notes sometimes really badly, click on a header/title to read full notes.
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out (omar AT dearimgui DOT com). See Sponsors page.
v1.90.2
1.90.2: Monthly update
Reading the 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!
📣 Click version number above to display full release note contents, otherwise it is clipped by GitHub!
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
FAQ: https://www.dearimgui.com/faq/
Getting Started: https://github.com/ocornut/imgui/wiki/Getting-Started
Issues: https://github.com/ocornut/imgui/issues
Did you know? We have a Wiki!
It has sections such as this Getting Started and Useful Extensions Gallery! 👌
Thank you! ❤️
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out. See Sponsors page.
In the last year, Dear ImGui has been financially supported by:
- Avalanche Studios Group ⛰️
- Arkane Lyon 🔫
- Asobo Studio
✈️ - G3Dvu 🏈
- BeamNG 🚗
- Blizzard ⚔️
- Esoterica Engine 🧰
- Noel Berry ⛰️
- Mobigame 🧟
- Planestate Software 🌎
- Pocketwatch Games 💰
- Supercell 👑
- Terrible Toybox 🏴☠️
- Tuxedo Labs 🤵
- Wonderland Engine 🧰
Special thanks to @GamingMinds-DanielC, @PathogenDavid, @sakiodre & more for for their help with github answers.
Huge thank you to all past and present supporters!
Also thanks to PVS Studio (great static analyzer) for providing us with a license for this project.
Changes
Past releases include v1.89, v1.89.1, v1.89.2, v1.89.3, v1.89.4, v1.89.5, v1.89.6, v1.89.7, v1.89.8, v1.89.9, v1.90, v1.90.1 .We are trying to make more frequent releases. Because: some people are relying on tagging and auto-generated bindings for other languages. And: it sets a beat and may encourage teams to update more frequently. Remember that our policy is to comment out obsolete names/symbols after 24 months, so at minimum you must update once year to reduce update complexity, but the most frequently you update the easier it will be.
TL;DR
- Many navigation improvements/fixes (some of them driven by work on remote activation/shortcuts api).
- Debug tools improvements.
- Backends fixes.
- Better input routing features for docked/multi-viewport based applications.
- Many things still under wrap (internal APIs, private branches etc.), sorry! I've been iterating/testing testing some internal features with selected users, but until they are satisfactory I am not promoting them to public API, and not talking much about them in changelog:
- Input ownership, Input routing, Shortcut APIs.
- Way to externally modify an active input text buffer.
- Multi-Select APIs.
- Typing-Select APIs.
Breaking Changes:
- Commented out
ImGuiIO::ImeWindowHandle
obsoleted in 1.87 in favor of writing tovoid* ImGuiViewport::PlatformHandleRaw
. - Backends: WebGPU:
ImGui_ImplWGPU_Init()
now takes aImGui_ImplWGPU_InitInfo
structure instead of variety of parameters, allowing for easier further changes. (#7240)
Other Changes:
- Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback.
- Nav: tweak to logic marking navigated item as hovered when using keyboard, allowing the hover highlight to stay even while another item is activated.
- Nav: Fixed
SetKeyboardFocusHere()
not working when current nav focus is in different scope, regression from 1.90.1 related to code scoping Tab presses to local scope. (#7226) [@bratpilz] - Nav: Fixed pressing Escape while in a child window with
ImGuiWindowFlags_NavFlattened
flag. (#7237) - Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on individual left/right alt key without interfering with the other.
- Nav, Menus: Fixed click on a
BeginMenu()
followed by right-arrow from making the child menu reopen and flicker (usingImGuiPopupFlags_NoReopen
). - Nav:
ImGuiWindowFlags_NoNavInputs
is tested during scoring so NavFlattened windows can use it. - Popups: OpenPopup(): added
ImGuiPopupFlags_NoReopen
flag to specifically not close and reopen a popup when it is already open. (#1497, #1533) (Note that this differs from specific handling we already have in place for the case of callingOpenPopup()
repeatedly every frame: we already didn't reopen in that specific situation, otherwise the effect would be very disastrous in term of confusion, as reopening would steal focus). - Popups: Slight change to popup closing logic (e.g. after focusing another window) which skipped over popups that are also child windows.
- Combo: Fixed not reusing windows optimally when used inside a popup stack.
- Debug Tools: Metrics: Fixed debug break in
SetShortcutRouting()
not handlingImGuiMod_Shortcut
redirect. - Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover.
- Debug Tools: Debug Log: Added "Input Routing" logging.
- Debug Tools: Added "nop" to
IM_DEBUG_BREAK
macro on GCC to work around GDB bug (#7266) [@Peter0x44] - Backends: Vulkan: Fixed
vkAcquireNextImageKHR()
validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) [@mklefrancois] - Backends: Vulkan: Fixed
vkMapMemory()
calls unnecessarily using full buffer size. (#3957) - Backends: Vulkan: Fixed handling of
ImGui_ImplVulkan_InitInfo::MinAllocationSize
field. (#7189, #4238) - Backends: WebGPU: Added
ImGui_ImplWGPU_InitInfo::PipelineMultisampleState
. (#7240) - Backends: WebGPU: Filling all
WGPUDepthStencilState
fields explicitly as a recent Dawn update stopped setting default values. (#7232) [@GrigoryGraborenko] - Backends: WebGPU: Fixed pipeline layout leak. (#7245) [@rajveermalviya]
- Backends: OpenGL3: Backup and restore
GL_PIXEL_UNPACK_BUFFER
. (#7253) - Internals: Many improvements related to yet unpublicized shortcut routing and input ownership systems.
- Internals: InputText: Added internal helpers to force reload of user-buffer when active. (#2890) [@kudaba, @ocornut] Often requested in some form (#6962, #5219, #3290, #4627, #5054, #3878, #2881, #1506, #1216, #968), and useful for interactive completion/suggestions popups (#2057, #718)
Changes from 1.90.1 to 1.90.2 related to the Docking branch:
- Added
ImGuiWindowClass::FocusRouteParentWindowId
as a way to connect the focus route between a tool window to a parent document window, so that Shortcuts in the documents are routed when the tool is focused (regardless of whether the tool is docked or in a floating viewport, etc.) (#6798) - Added
ImGuiDockNodeFlags_DockedWindowsInFocusRoute
to automatically make a dockspace connect the focus route of its docked window. This is provided a convenience in case you have windows where a connection is not explicit. (#6798) - Viewports: Fixed moving across monitors when
io.ConfigWindowsMoveFromTitleBarOnly
is set. (#7299, #3071) - Backends: OSX: Fixed not submitting Monitors info when viewports are not enabled, leading to missing e.g. DpiScale info. (#7257) [@actboy168]
Changes from 1.90.1 to 1.90.2 related to the Range-Select branch:
This is a new API that hasn't been discussed much in public yet. Ignore if you are not one of the few users. If you happen to be using this please do get in contact. Hopefully this is on track to be stable and merged in 1.91.
- RangeSelect/MultiSelect: Fixed ImGuiMultiSelectFlags_SelectOnClickRelease over tree node arrow.
Thank you for reading this changelog!
Extensions, bindings & co
Since 1.89 we semi-sneakily soft launched two new entire projects:
Dear ImGui Automation/Test Engine & Test Suite
https://github.com/ocornut/imgui_test_engine
Dear Bindings: alternative binding generator for C and other languages by @ShironekoBen (as an alternative to good old cimgui).
https://github.com/dearimgui/dear_bindings
See Useful extensions wiki page for more.
Gallery
@vhollander: "v2 platinum theme used in an actual program"
@kasperhbo: "An custom titlebar for mac os, using a "modified" version of glfw" for my tools applications
https://github.com/KaspersTools/HummingBird
https://github.com/KaspersTools/imgui
<img width="1680" alt="Screenshot 2024-...
v1.90.1
1.90.1: Happy new year release!
Reading the 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!
📣 Click version number above to display full release note contents, otherwise it is clipped by GitHub!
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
FAQ: https://www.dearimgui.com/faq/
Getting Started: https://github.com/ocornut/imgui/wiki/Getting-Started
Issues: https://github.com/ocornut/imgui/issues
Did you know? We have a Wiki!
It has sections such as this Getting Started and Useful Extensions Gallery! 👌
Thank you! ❤️
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out. See Sponsors page.
In 2023, Dear ImGui was financially supported by:
- Avalanche Studios Group
- BeamNG
- Blizzard
- Esoterica Engine
- Planestate Software
- Pocketwatch Games
- Supercell
- Wonderland Engine
- And more Individual contributions! (Daniel, Geoffrey, Nathaniel, Martin & more).
Special thanks to @GamingMinds-DanielC, @PathogenDavid, @sakiodre, for their help with github answers.
Huge thank you to all past and present supporters!
Also thanks to PVS Studio (great static analyzer) for providing us with a license for this project.
Changes
Past releases include v1.89, v1.89.1, v1.89.2, v1.89.3, v1.89.4, v1.89.5, v1.89.6, v1.89.7, v1.89.8, v1.89.9, v1.90 .We are trying to make more frequent releases. Because: some people are relying on tagging and auto-generated bindings for other languages. And: it sets a beat and may encourage teams to update more frequently. Remember that our policy is to comment out obsolete names/symbols after 24 months, so at minimum you must update once year to reduce update complexity, but the most frequently you update the easier it will be.
TL;DR
- New "Debug Break" buttons appearing when
io.ConfigDebugIsDebuggerPresent
is enabled. See Debug Tools. - Can manually input nan/inf values in scalar widgets.
- Native OSX backend (without GLFW/SDL etc) now handle multi-monitors/viewports decently.
- 30+ other improvements fixes.
Breaking Changes:
- imgui_freetype: commented out
ImGuiFreeType::BuildFontAtlas()
obsoleted in 1.81. Prefer using#define IMGUI_ENABLE_FREETYPE
or see commented code for manual runtime calls. - Removed CalcListClipping() marked obsolete in 1.86. (#3841). Prefer using
ImGuiListClipper
which can return non-contiguous ranges. - Internals, Columns: commented out legacy
ImGuiColumnsFlags_XXX
symbols redirecting toImGuiOldColumnsFlags_XXX
, obsoleted from imgui_internal.h in 1.80. - Commented out obsolete
ImGuiKey_KeyPadEnter
redirection toImGuiKey_KeypadEnter
. (#2625, #7143)
Other Changes:
- Windows:
BeginChild()
: Fixed auto-resizing erroneously limiting size to host viewport minus padding. There are no limit to a child width/height. (#7063) [@Devyre]BeginChild()
: Resize borders rendered even whenImGuiWindowFlags_NoBackground
is specified. (#1710, #7194)- Fixed some auto-resizing path using
style.WindowMinSize.x
(instead of x/y) for both axises since 1.90. (#7106) [@n0bodysec] - Scrolling: internal scrolling value is rounded instead of truncated, as a way to reduce speed asymmetry when (incorrectly) attempting to scroll by non-integer amount. (#6677)
- Navigation (Keyboard/gamepad):
- Drag and Drop:
- InputText:
InputTextMultiline()
: Fixed Tab character input not repeating (1.89.4 regression).InputTextMultiline()
: Tabbing through a multi-line text editor which allows Tab character inputs (using theImGuiInputTextFlags_AllowTabInput
flag) doesn't automatically activate it, in order to allow passing through multiple widgets easily. (#3092, #5759, #787)
- Drags, Sliders, Inputs:
- DragScalarN, SliderScalarN, InputScalarN: Fixed incorrect pushes into ItemWidth stack when number of components is 1. [#7095] [@Nahor]
- Drags, Sliders, Inputs: removed all attempts to filter non-numerical characters during text editing. Invalid inputs not applied to value, visibly reverted after validation. (#6810, #7096)
- Drags, Sliders, Inputs: removal of filter means that "nan" and "inf" values may be input. (#7096)
- DragScalarN, SliderScalarN, InputScalarN, PushMultiItemsWidths: improve multi-components width computation to better distribute the error. (#7120, #7121) [@Nahor]
- Menus:
- Color Editors:
- Tabs: Added
ImGuiTabItemFlags_NoAssumedClosure
to enable app to react on closure attempt, without having to draw an unsaved document marker (ImGuiTabItemFlags_UnsavedDocument
sets_NoAssumedClosure
automatically). (#7084) - Debug Tools:
- Added
io.ConfigDebugIsDebuggerPresent
option. When enabled, this adds buttons in various locations of Metrics/Debugger to manually request a debugger break: (see Debug Tools Wiki Page)- Request a debug break in a
Begin()
call. - Request a debug break in a
ItemAdd()
call via debug log and hovering 0xXXXXXX identifiers. - Request a debug break in a
BeginTable()
call. - Request a debug break in a
SetShortcutRouting()
/Shortcut()
call. [Internal]
- Request a debug break in a
- Metrics: Reorganize Tools menu.
- Added
DebugFlashStyleColor()
to identify a style color. Added to Style Editor. - Debug Log: Hide its own clipper log to reduce noise in the output. (#5855)
- Debug Log: Clicking any filter with SHIFT held enables it for 2 frames only, making it easier when dealing with spammy logs. (#5855)
- Added
- Settings: Fixed an issue marking settings as dirty when merely clicking on a border or resize grip without moving it.
- Misc: Added
IMGUI_USER_H_FILENAME
to change the path included when usingIMGUI_INCLUDE_IMGUI_USER_H
.. (#7039) [@bryceberger] - Misc: Rework debug display of texture id in Metrics window to avoid compile-error when ImTextureID is defined to be larger than 64-bits. (#7090)
- Misc: Added extra courtesy ==/!= operators when
IMGUI_DEFINE_MATH_OPERATORS
is defined. - Misc: Fixed text functions fast-path for handling "%s" and "%.*s" to handle null pointers gracefully, like most printf implementations. (#7016, #3466, #6846) [@codefrog2002]
- Misc: Renamed some defines in imstb_textedit.h to avoid conflicts when using unity/jumbo builds on a codebase where another copy of the library is used.
- Misc: During shutdown, check that
io.BackendPlatformUserData
andio.BackendRendererUserData
are NULL in order to catch cases where backend was not shut down. (#7175) - Misc: Reworked Issue Template to a shinier and better form. (#5927) [@Panquesito7, @PathogenDavid, @ocornut]
- Backends:
- GLFW, Emscripten: Added
ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback()
to register canvas selector and auto-resize GLFW window. (#6751) [@Traveller23, @ypujante] - GLFW: Fixed Windows specific hooks to use Unicode version of WndProc even when compiling in MBCS mode. (#7174) [@kimidaisuki22]
- OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load libGL.so variants in case of missing symlink. Fix 1.90 regression for some distros. (#6983)
- Vulkan: Fixed mismatching allocator passed to
vkCreateCommandPool()
vsvkDestroyCommandPool()
. (#7075) [@FoonTheRaccoon] - Vulkan: A...
- GLFW, Emscripten: Added
v1.90
1.90
Reading the 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!
📣 Click version number above to display full release note contents, otherwise it is clipped by GitHub!
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
FAQ: https://www.dearimgui.com/faq/
Getting Started: https://github.com/ocornut/imgui/wiki/Getting-Started
Issues: https://github.com/ocornut/imgui/issues
Did you know? We have a Wiki!
It has sections such as this Getting Started and Useful Extensions Gallery! 👌
Thank you! ❤️
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can invoice and accommodate to many situations.
If your company uses Dear ImGui, please reach out. See Sponsors page.
Ongoing work on Dear ImGui is currently financially supported by:
- BeamNG Welcome!
- Blizzard
- Esoterica Engine Welcome!
- Planestate Software
- Pocketwatch Games
- Supercell
- Wonderland Engine
- And more Individual contributions!
Special thanks to @GamingMinds-DanielC, @PathogenDavid, @sakiodre, for their help with github answers.
Last release we reached 50000 stars. Our latest arbitrary milestone is that for a brief moment we had 777 open issues and 4444 closed ones.
Huge thank you to all past and present supporters!
Also thanks to PVS Studio (great static analyzer) for providing us with a license for this project.
Changes
This is a followup to v1.89, v1.89.1, v1.89.2, v1.89.3, v1.89.4, v1.89.5, v1.89.6, v1.89.7, v1.89.8, v1.89.9. We are trying to make more frequent releases. Because: some people are relying on tagging and auto-generated bindings for other languages. And: it sets a beat and may encourage teams to update more frequently. Remember that our policy is to comment out obsolete names/symbols after 24 months, so at minimum you must update once year to reduce update complexity, but the most frequently you update the easier it will be.
I have been stubbornly deferring tagging 1.90 for while because I wanted to include the multi-select feature in it. Guess what? It's not done (now scheduled for 1.91)! And because 1.90 changelog is big enough already I'm tagging it now. There are about 1000 lines of changelog between 1.89 and 1.90.
TL;DR
- Resizable child windows (manual and automatic modes, with support for constraints)!
- Changed
BeginChild()
signature to enable new features: replacedbool border=false
withImGuiChildFlags
, backward compatible. - Angled table headers!
- Double-clicking on window border to auto-resize on this axis.
- Separators fixes and better standardization with other widgets.
- Tooltips, Drag and Drop, Menus, InputText, Tables, Fonts: many fixes and improvements.
- Docking: revised undocking to reduce accidental whole-node undocking (read details below).
- Docking: fixes some cases of misrestored currently focused tab on application restore.
- Backends: Vulkan: Simplification for texture upload (less work by app/user).
- Backends: SDL3: Update to latest fluctuating work-in-progress SDL3 api.
- More demo, more debug tools, various non-publicized-yet internal features, many other things!
Breaking Changes:
- BeginChild(): Upgraded
bool border = false
parameter toImGuiChildFlags flags = 0
;. Added ImGuiChildFlags_Border value. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work.
If you want to neatly transition your call sites:- Before:
BeginChild("Name", size, true)
- After:
BeginChild("Name", size, ImGuiChildFlags_Border)
- Before:
BeginChild("Name", size, false)
- After:
BeginChild("Name", size)
orBeginChild("Name", 0)
orBeginChild("Name", size, ImGuiChildFlags_None)
.
- Before:
- Existing code will still work as
ImGuiChildFlags_Border == true
, but you are encouraged to update call sites. - BeginChild(): Added child-flag
ImGuiChildFlags_AlwaysUseWindowPadding
as a replacement for the window-flagImGuiWindowFlags_AlwaysUseWindowPadding
: the feature only ever made sense for use withBeginChild()
anyhow, passing it to Begin() had no effect. Now that we accept child-flags we are moving it there. Kept inline redirection enum (will obsolete later) so existing code will work. (#462)- Before:
BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
- After:
BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
- Before:
BeginChildFrame()
/EndChildFrame()
: removed functions in favor of usingBeginChild()
with theImGuiChildFlags_FrameStyle
flag. Kept inline redirection function (will obsolete). Those functions were merelyPushStyleXXX/PopStyleXXX
helpers and custom versions are easy to create. (The removal isn't so much motivated by needing to add the feature inBeginChild()
, but by the necessity to avoidBeginChildFrame()
signature mismatchingBeginChild()
signature and features.)- Debug Tools: Renamed
ShowStackToolWindow()
("Stack Tool") toShowIDStackToolWindow()
("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) - IO: Removed
io.MetricsActiveAllocations
introduced in 1.63, was displayed in Metrics and unlikely to be accessed by end-user. Value still visible in the UI and easily to recompute from a delta. - Defining
IMGUI_DISABLE_OBSOLETE_FUNCTIONS
now automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) - Removed
IM_OFFSETOF()
macro in favor of usingoffsetof()
available in C++11. Kept redirection define. (#4537) - ListBox, Combo: Changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis.
- Before:
- getter type:
bool (*getter)(void* user_data, int idx, const char** out_text)
- function:
bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...);
- function:
bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
- getter type:
- After:
- getter type:
const char* (*getter)(void* user_data, int idx)
- function:
bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
- function:
bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
- getter type:
- Old type was unnecessarily complex and harder to wrap in e.g. a lambda. Kept inline redirection function (will obsolete).
- Before:
- Commented out obsolete redirecting enums/functions that were marked obsolete two years ago:
GetWindowContentRegionWidth()
-> useGetWindowContentRegionMax().x - GetWindowContentRegionMin().x
. Consider that generallyGetContentRegionAvail().x
is often more correct and more useful.ImDrawCornerFlags_XXX
-> useImDrawFlags_RoundCornersXXX
names. Read 1.82 changelog for details + grep commented names in sources.- Commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for
AddRect()
/AddRectFilled()
/PathRect()
/AddImageRounded()
. -> UseImDrawFlags_RoundCornersXXX
flags. Read 1.82 changelog for details.
- Backends: Vulkan: Removed parameter from
ImGui_ImplVulkan_CreateFontsTexture()
: backend now creates its own command-buffer to upload fonts. RemovedImGui_ImplVulkan_DestroyFontUploadObjects()
which is now unnecessary. No need to callImGui_ImplVulkan_CreateFontsTexture()
as it is done automatically inImGui_ImplVulkan_NewFrame()
. You can callImGui_ImplVulkan_CreateFontsTexture()
manually if you need to reload the font atlas texture. (#6943, #6715, #6327, #3743, #4618)
Other Changes:
- Windows:
- BeginChild(): Added
ImGuiChildFlags_ResizeX
andImGuiChildFlags_ResizeY
to allow resizing child windows from the bottom/right border (toward layout direction). Resized child windows settings are saved and persistent in .ini file. (#1710) - BeginC...
- BeginChild(): Added
v1.89.9
1.89.9: September release! 🌲
Reading the 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!
📣 Click version number above to display full release note contents, sometimes randomly clipped by GitHub..
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
FAQ: https://www.dearimgui.com/faq/
Getting Started: https://github.com/ocornut/imgui/wiki/Getting-Started
Issues: https://github.com/ocornut/imgui/issues
Did you know? We have a Wiki!
It has sections such as this Getting Started and Useful Extensions Gallery! 👌
Thank you! ❤️
Dear ImGui is funded by your contributions and needs them to sustain and grow. We can do regular B2B Invoicing.
If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.
Ongoing work on Dear ImGui is currently financially supported by:
- Blizzard
- Supercell
- Planestate Software
- Pocketwatch Games
- G3DVu
- Wonderland Engine
- Terrible Toybox
- And more Individual contributions!
Special thanks to @GamingMinds-DanielC, @sakiodre, @PathogenDavid for their help with github answers.
Reaching 50000 GitHub stars: (49993 as I'm typing those words)
Huge thank you to all past and present supporters!
Also thanks to PVS Studio (great static analyzer) for providing us with a license for this project.
Changes
This is a followup to v1.89, v1.89.1, v1.89.2, v1.89.3, v1.89.4, v1.89.5, v1.89.6, v1.89.7, v1.89.8. We are trying to make more frequent releases. Because: some people are relying on tagging and auto-generated bindings for other languages. And: it sets a beat and may encourage teams to update more frequently.
I have been stubbornly deferring tagging 1.90 for while because I wanted to include the range-select feature in it, but it's not done... But there are about 650 lines of changelog between 1.89 and 1.89.9.
Breaking Changes:
- Clipper: Renamed
IncludeRangeByIndices()
(also calledForceDisplayRangeByIndices()
before 1.89.6) again to IncludeItemsByIndex(). Kept inline redirection function. (#6424, #3841)
Other Changes:
- Tables: Made it possible to use
SameLine(0,0)
afterTableNextColumn()
/TableSetColumnIndex()
in order to reuse line pos/height from previous cell. (#3740) - Tables: Made it possible to change
style.CellPadding.y
between rows. (#3740) - Nav, TreeNode: Pressing Left with
ImGuiTreeNodeFlags_NavLeftJumpsBackHere
now goes through proper navigation logic: honor scrolling and selection. (#1079, #1131) - Sliders: Fixed an integer overflow and div-by-zero in
SliderInt()
whenv_max=INT_MAX
. (#6675, #6679) [@jbarthelmes] - Windows: Layout of Close/Collapse buttons uses
style.ItemInnerSpacing.x
between items, stopped incorrectly usingFramePadding
in a way where hit-boxes could overlap when setting large values. (#6749) - InputFloat, SliderFloat, DragFloat: always turn both
.
and,
into the current decimal point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp] - ColorEdit, ColorPicker: Manipulating options popup don't mark item as edited. (Note that they may still be marked as Active/Hovered.) (#6722)
- Clipper: Added
IncludeItemByIndex()
helper to include a single item. (#6424, #3841) - Clipper: Fixed a bug if attempt to force-include a range which matches an already included range, clipper would end earlier. (#3841)
- ImDrawData: Fixed an issue where
TotalVtxCount
/TotalIdxCount
does not match the sum of individual ImDrawList's buffer sizes when a dimming/modal background is rendered. (#6716) - ImDrawList: Automatically calling
ChannelsMerge()
if not done after a split. - ImDrawList: Fixed OOB access in
_CalcCircleAutoSegmentCount()
when passing excessively large radius toAddCircle()
. (#6657, #5317) [@EggsyCRO, @jdpatdiscord] - IO: Exposed
io.PlatformLocaleDecimalPoint
to configure decimal point ('.' or ',') for languages needing it. Should ideally be set to the value of*localeconv()->decimal_point
but our backends don't do it yet. (#6719, #2278) - IO: Fixed
io.AddMousePosEvent()
andio.AddMouseButtonEvent()
writing MouseSource to wrong union section. Was semantically incorrect and accidentally had no side-effects with default compiler alignment settings. (#6727) [@RickHuang2001] - Misc: Made multiple calls to Render() during the same frame early out faster.
- Debug Tools: Metrics: Fixed "Drawlists" section and per-viewport equivalent appearing empty (regression in 1.89.8).
- Demo: Reorganized "Examples" menu.
- Demo: Tables: Demonstrate using
SameLine()
between cells. (#3740) - Demo: Tables: Demonstrate altering
CellPadding.y
between rows. (#3740) - Demo: Custom Rendering: Demonstrate out-of-order rendering using
ImDrawListSplitter
. - Backends: SDL2,SDL3: added
ImGui_ImplSDL2_InitForOther()
/ImGui_ImplSDL3_InitForOther()
for consistency (matching GLFW backend) and as most initialization paths don't actually need to care about rendering backend. - Examples: Emscripten+WebGPU: Fixed WGPUInstance creation process + use preferred framebuffer format. (#6640, #6748) [@smileorigin]
Changes from 1.89.8 to 1.89.9 related to the docking branch (multi-viewport and docking features):
- Docking: when
io.ConfigDockingWithShift
is enabled, staying stationary while moving a window displays an help tooltip to increase affordance. (#6709, #4643)
Changes from 1.89.8 to 1.89.9 related to the prototype range-select branch:
This is a new API that hasn't been discussed much in public yet. Ignore if you are not one of the few users. If you happen to be using this please do get in contact. I know I said this API would have been stabilized by now, but it's not! I expect to make some more changes before 1.90. Hopefully this is on track to be stable and merged in 1.90.
Open for details of MultiSelect changes
-
RangeSelect/MultiSelect: (BREAKING) Renamed
SetNextItemSelectionData()
toSetNextItemSelectionUserData()
. -
RangeSelect/MultiSelect: (BREAKING) Use
ImGuiSelectionUserData
type (= ImS64) instead of void* for selection user data. -
RangeSelect/MultiSelect: (BREAKING) RequestSetRange's parameter are
RangeFirstItem...RangeLastItem
(which are always ordered, unlikeRangeSrcItem...RangeDstItem
). RemovedRangeDstItem
. RemovedRangeDirection
. -
RangeSelect/MultiSelect: (BREAKING) Removed RangeSrcPassedBy in favor of favoring user to call IncludeByIndex(RangeSrcItem) which is easier/simpler to honor.
-
RangeSelect/MultiSelect: (BREAKING) Renamed
ImGuiMultiSelectFlags_NoMultiSelect
toImGuiMultiSelectFlags_SingleSelect
as it seems easier to grasp + fixed behavior. -
RangeSelect/MultiSelect: Added
ImGuiMultiSelectFlags_SelectOnClickRelease
to allow dragging an unselected item without altering selection + update drag and drop demo. -
RangeSelect/MultiSelect: Assert if SetNextItemSelectionUserData() is called not in the context of a BeginMultiSelect() block.
-
RangeSelect/MultiSelect: Tweak debug log to print decimal+hex values for item data.
-
RangeSelect/MultiSelect: Clear selection when leaving a scope with a nav directional request (may make optional).
-
RangeSelect/MultiSelect: Demo: Assets Browser: Added assets browser demo.
-
RangeSelect/MultiSelect: Demo: Dual List Box: Added simple dual list box demo. (#6648)
-
RangeSelect/MultiSelect: Demo: added simpler demo using Clipper. Clarify RangeSrcPassedBy doc.
-
RangeSelect/MultiSelect: Demo: rework ExampleSelection with an ExampleSelectionAdapter layer, allowing to share more code across examples using different storage design.
-
RangeSelect/MultiSelect: Demo: rework deletion demo code.
Previously:
ImGui::SetNextItemSelectionData((void*)(intptr_t)idx);
Now:
ImGui::SetNextItemSelectionUserData(idx);
Previously:
if (ms_io->RequestSetRange) { int first = (int)ms_io->RangeSrcItem; int last = (int)ms_io->RangeDstItem if (first > last) swap(first, last); for (int idx = first; idx <= last; idx++) SetSelection(idx, ms_io->RangeSelected); }
Now:
if (ms_io->RequestSetRange) for (int idx = ms_io->RangeFirstItem; idx <= ms_io->RangeLastItem; idx++) SetSelection(idx, ms_io->RangeSelected);
Previously: (required inside loop and after loop, when using clipper)
if (!ms_io->RangeSrcPassedBy && clipper.DisplayStart > ms_io->RangeSrcItem) ms_io->RangeSrcPassedBy = true;
Now:
i...
v1.89.8
1.89.8: August release! 🌞
Reading the 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!
📣 Click version number above to display full release note contents, sometimes randomly clipped by GitHub..
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
FAQ: https://www.dearimgui.com/faq/
Getting Started: https://github.com/ocornut/imgui/wiki/Getting-Started
Issues: https://github.com/ocornut/imgui/issues
Did you know? We have a Wiki!
It has sections such as this Getting Started and Useful Extensions Gallery! 👌
Thank you! ❤️
Ongoing work on Dear ImGui is currently financially supported by:
- Blizzard
- Supercell
- Planestate Software
- Pocketwatch Games
- G3DVu
- Terrible Toybox
- Asobo Studio
- And more Individual contributions.
Huge thank you to all past and present supporters!
Also thanks to PVS Studio (great static analyzer) for providing us with a license for this project.
Dear ImGui is funded by your contributions and needs them right now. We can do regular B2B Invoicing.
If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.
Changes
This is a followup to v1.89, v1.89.1, v1.89.2, v1.89.3, v1.89.4, v1.89.5, v1.89.6, v1.89.7. We are trying to make more frequent releases. Because: some people are relying on tagging and auto-generated bindings for other languages. And: it sets a beat and may encourage teams to update more frequently.
I have been stubbornly deferring tagging 1.90 for while because I wanted to include the range-select feature in it, but it's not done... But there are about 600 lines of changelog between 1.89 and 1.89.8.
Breaking Changes:
- IO: Obsoleted
io.ClearInputCharacters()
(added in 1.47) as it now ambiguous and often incorrect/misleading considering the existence of a higher-level input queue. This is automatically cleared byio.ClearInputsKeys()
. (#4921) - ImDrawData:
CmdLists[]
array is now owned, changed fromImDrawList**
toImVector<ImDrawList*>
. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead useAddDrawList()
. Allocation count are identical. (#6406, #4879, #1878)
Other Changes:
- Fonts:
ImFontConfig::OversampleH
now defaults to 2 instead of 3, since the quality increase is largely minimal. - Fonts, imgui_freetype: Added support to render OpenType SVG fonts using lunasvg. Requires enabling
IMGUI_ENABLE_FREETYPE_LUNASVG
along withIMGUI_ENABLE_FREETYPE
, and providing headers/libraries for lunasvg. (#6591, #6607) [@sakiodre] ImDrawData: CmdLists[]
array is now an ImVector<> owned by ImDrawData rather than a pointer to internal state.- This makes it easier for user to create their own or append to an existing draw data. Added a
ImDrawData::AddDrawList()
helper function to do that. (#6406, #4879, #1878) - This makes it easier to perform a deep-swap instead of a deep-copy, as array ownership is now clear. (#6597, #6475, #6167, #5776, #5109, #4763, #3515, #1860)
- Syntax and allocation count are otherwise identical.
- This makes it easier for user to create their own or append to an existing draw data. Added a
- Fixed CTRL+Tab dimming background assert when target window has a callback in the last
ImDrawCmd
. (#4857, #5937) - IsItemHovered: Fixed
ImGuiHoveredFlags_ForTooltip
for Keyboard/Gamepad navigation, got broken prior to 1.89.7 due to an unrelated change making flags conflict. (#6622, #1485) - InputText: Fixed a case where deactivation frame would write to underlying buffer or call
CallbackResize
although unnecessary, in a frame where the return value was false. - Tables: fixed
GetContentRegionAvail().y
report not taking account of lower cell padding or of usingImGuiTableFlags_NoHostExtendY
. Not taking it into account would make the idiom of creating vertically bottom-aligned content (e.g. a child window) inside a table make the parent window erroneously have a scrollbar. (#6619) - Tables: fixed calculation of multi-instance shared decoration/scrollbar width of scrolling tables, to avoid flickering width variation when resizing down a table hosting a child window. (#5920, #6619)
- Scrollbar: layout needs to take account of window border size, so a border size will slightly reduce scrollbar size. Generally we tried to make it that window border size has no incidence on layout but this can't work with thick borders. (#2522)
- IO: Added
io.ClearEventsQueue()
to clear incoming inputs events. (#4921)
May be useful in conjunction withio.ClearInputsKeys()
if you need to clear both current inputs state and queued events (e.g. when using blocking native dialogs such as Windows's ::MessageBox() or ::GetOpenFileName()). - IO: Changed
io.ClearInputsKeys()
specs to also clear current frame character buffer (what now obsoletedio.ClearInputCharacters()
did), as this is effectively the desirable behavior. - Misc: Added
IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION
config macro to disable stb_sprintf implementation when using IMGUI_USE_STB_SPRINTF. (#6626) [@septag] - Misc: Avoid stb_textedit.h reincluding string.h while in a namespace, which messes up with building with Clang Modules. (#6653, #4791) [@JohelEGP]
- Demo: Better showcase use of
SetNextItemAllowOverlap()
. (#6574, #6512, #3909, #517) - Demo: Showcase a few more
InputText()
flags. - Backends: Made all backends sources files support global
IMGUI_DISABLE
. (#6601) - Backends: GLFW: Revert ignoring mouse data on
GLFW_CURSOR_DISABLED
as it can be used differently. User may setImGuiConfigFlags_NoMouse
if desired. (#5625, #6609) [@scorpion-26] - Backends: WebGPU: Update for changes in Dawn. (#6602, #6188) [@williamhCode]
- Examples: Vulkan: Creating minimal descriptor pools to fit only what is needed by example. (#6642) [@SaschaWillem]
Changes from 1.89.7 to 1.89.8 related to the docking branch (multi-viewport and docking features):
- Docking, Style: resizing separators use same colors as window borders (
ImGuiCol_Border
) for consistency. With default styles it doesn't make a big difference. (#2522) [@rmitton] In the future if we promote using thick value for inner/outer docking padding we may need to introduce new colors for it. - Docking: added
style.DockingSeparatorSize
,ImGuiStyleVar_DockingSeparatorSize
. Now also scaled bystyle.ScaleAllSizes()
. (#3481, #4721, #2522) [@PossiblyAShrub, @wobbier] - Docking: fixed rendering of docked-window scrollbar above outer border. (#2522)
Changes from 1.89.7 to 1.89.8 related to the range-select branch:
This is hopefully the last batch of breaking changes before merging this in 1.90:
- RangeSelect/MultiSelect: (BREAKING)
BeginMultiSelect()
doesn't need two last params maintained by users. Moving some storage from user to core. - RangeSelect/MultiSelect: Added fields in
ImGuiMultiSelectIO
to facilitate implementing deletion while providing correct scrolling/focus. - RangeSelect/MultiSelect: Added multi-select deletion demo.
New exciting projects!
Since 1.89 we semi-sneakily soft launched two new entire projects!
Dear ImGui Automation/Test Engine & Test Suite
https://github.com/ocornut/imgui_test_engine
Dear Bindings: alternative binding generator for C and other languages by @ShironekoBen (as an alternative to good old cimgui).
https://github.com/dearimgui/dear_bindings
Gallery
Below a selection of screenshots from Gallery threads...
@ThFriedrich: riCOM is a software used in electron microscopy. It interfaces with direct electron cameras for the real-time creation of atomic resolution microscopy images from 4-dimensional data.
@msnh2012: A custom application. (TCP debugger)
@sakiodre : I'm developing a ghidra decompiler plugin [...] ended up writing my own editor from scratch.
@FuXiii: Online Shader Compiler
Also see previous releases details.
Note that GitHub are now clamping release notes sometimes really badly, click on a header/title ...
v1.89.7
1.89.7: Summer release! 🌞
Reading the 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!
📣 Click version number above to display full release note contents, sometimes randomly clipped by GitHub..
Homepage: https://github.com/ocornut/imgui
Release notes: https://github.com/ocornut/imgui/releases
FAQ: https://www.dearimgui.com/faq/
Getting Started: https://github.com/ocornut/imgui/wiki/Getting-Started
Issues: https://github.com/ocornut/imgui/issues
Did you know? We have a Wiki!
It has sections such as this Getting Started and Useful Extensions Gallery! 👌
Thank you! ❤️
Ongoing work on Dear ImGui is currently financially supported by:
- Blizzard
- Supercell
- Planestate Software
- Pocketwatch Games
- G3DVu
- Asobo Studio
- And more Individual contributions.
Huge thank you to all past and present supporters!
Also thanks to PVS Studio (great static analyzer) for providing us with a license for this project.
Dear ImGui is funded by your contributions and needs them right now. We can regular B2B Invoicing.
If your company uses Dear ImGui, consider reaching out. See Sponsors page for details.
Changes
This is a followup to v1.89, v1.89.1, v1.89.2, v1.89.3, v1.89.4, v1.89.5, v1.89.6. We are trying to make more frequent releases. Because: some people are relying on tagging and auto-generated bindings for other languages. And: it sets a beat and may encourage teams to update more frequently.
I have been stubbornly deferring tagging 1.90 for while because I wanted to include the range-select feature in it, but it's not done... But there are about 540 lines of changelog between 1.89 and 1.89.7.
Breaking Changes:
- Moved
io.HoverDelayShort
/io.HoverDelayNormal
tostyle.HoverDelayShort
/style.HoverDelayNormal
. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. Majority of users are likely to not even notice. - Overlapping items: (#6512, #3909, #517)
- Obsoleted
SetItemAllowOverlap()
: it didn't and couldn't work reliably since 1.89 (2022-11-15), and relied on ambiguously defined design. UseSetNextItemAllowOverlap()
before item instead. - Added
SetNextItemAllowOverlap()
(called before an item) as a replacement for usingSetItemAllowOverlap()
(called after an item). This is roughly equivalent to using the legacySetItemAllowOverlap()
call (public API) +ImGuiButtonFlags_AllowOverlap
(internal). - Renamed 'ImGuiTreeNodeFlags_AllowItemOverlap
to
ImGuiTreeNodeFlags_AllowOverlap` for consistency. - Renamed
ImGuiSelectableFlags_AllowItemOverlap
toImGuiSelectableFlags_AllowOverlap
for consistency. - Kept redirecting enums (will obsolete).
- Obsoleted
Other Changes:
- Tooltips/IsItemHovered() related changes:
- Tooltips: Added
SetItemTooltip()
andBeginItemTooltip()
helper functions.
They are shortcuts for the common idiom of usingIsItemHovered()
.SetItemTooltip("Hello")
==if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip("Hello"); }
BeginItemTooltip()
==IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip()
The newly addedImGuiHoveredFlags_Tooltip
is meant to facilitate standardizing mouse hovering delays and rules for a given application. The previously common idiom of using 'if (IsItemHovered()) { SetTooltip(...); }' won't use delay or stationary test.
- IsItemHovered: Added
ImGuiHoveredFlags_Stationary
to require mouse being stationary when hovering a new item. Addedstyle.HoverStationaryDelay
(~0.15 sec). Once the mouse has been stationary once the state is preserved for same item. (#1485) - IsItemHovered: Added
ImGuiHoveredFlags_ForTooltip
as a shortcut for pulling flags fromstyle.HoverFlagsForTooltipMouse
orstyle.HoverFlagsForTooltipNav
depending on active inputs. (#1485)style.HoverFlagsForTooltipMouse
defaults toImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort
.style.HoverFlagsForTooltipNav
defaults toImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal
.
- Tooltips: Tweak default offset for non-drag and drop tooltips so underlying items isn't covered as much. (Match offset for drag and drop tooltips)
- IsItemHovered: Tweaked default value of
style.HoverDelayNormal
from 0.30 to 0.40, Tweaked default value ofstyle.HoverDelayShort
from 0.10 to 0.15. (#1485) - IsItemHovered: Added
ImGuiHoveredFlags_AllowWhenOverlappedByWindow
to ignore window-overlap only. OptionImGuiHoveredFlags_AllowWhenOverlapped
now expand into a combination of both_AllowWhenOverlappedByWindow
+_AllowWhenOverlappedByItem
, matching old behavior.
- Tooltips: Added
- Overlapping items: (#6512, #3909, #517)
- Most item types should now work with
SetNextItemAllowOverlap()
. (#6512, #3909, #517) - Fixed first frame of an overlap highlighting underlying item if previous frame didn't hover anything.
- IsItemHovered: Changed to return false when querying an item using AllowOverlap mode which is being overlapped. Added
ImGuiHoveredFlags_AllowWhenOverlappedByItem
to opt-out. (#6512, #3909, #517) - Selectable, TreeNode: When using
ImGuiSelectableFlags_AllowOverlap
/ImGuiTreeNodeFlags_AllowOverlap
and holding item held, overlapping widgets won't appear as hovered. (#6512, #3909)
- Most item types should now work with
- IsWindowHovered: Added support for
ImGuiHoveredFlags_Stationary
. - IsWindowHovered, IsItemHovered: Assert when passed any unsupported flags.
- Tables: Fixed a regression in 1.89.6 leading to the first column of tables with either ScrollX or ScrollY flags from being impossible to resize. (#6503)
- CollapsingHeader/TreeNode: Fixed text padding when using _Framed+_Leaf flags. (#6549) [@BobbyAnguelov]
- InputText: Fixed not returning true when buffer is cleared while using the
ImGuiInputTextFlags_EscapeClearsAll
flag. (#5688, #2620) - InputText: Fixed a crash on deactivating a ReadOnly buffer. (#6570, #6292, #4714)
- InputText:
ImGuiInputTextCallbackData::InsertChars()
accept (NULL,NULL) range, in order to conform to common idioms (e.g. passing .data(), .data() + .size() from a null string). (#6565, #6566, #3615) - Combo: Made simple/legacy Combo() function not returns true when picking already selected item. This is consistent with other widgets. If you need something else, you can use
BeginCombo()
. (#1182) - Clipper: Rework inner logic to allow functioning with a zero-clear constructor. This is order to facilitate usage for language bindings (e.g cimgui or dear_binding) where user may not be calling a constructor manually. (#5856)
- Drag and Drop: Apply default behavior of drag source not reporting itself as hovered at lower-level, so DragXXX, SliderXXX, InputXXX, Plot widgets are fulfilling it. (Behavior doesn't apply when
ImGuiDragDropFlags_SourceNoDisableHover
is set). - Modals: In the case of nested modal, made sure that focused or appearing windows are moved below the lowest blocking modal (rather than the highest one). (#4317)
- GetKeyName(): Fixed assert with
ImGuiMod_XXX
values whenIMGUI_DISABLE_OBSOLETE_KEYIO
is set. - Debug Tools: Added
io.ConfigDebugIniSettings
option to save .ini data with extra comments. Currently mainly for inspecting Docking .ini data, but makes saving slower. - Demo: Added more developed
Widgets->Tooltips
section. (#1485) - Backends: OpenGL3: Fixed support for
glBindSampler()
backup/restore on ES3. (#6375, #6508) [@jsm174] - Backends: OpenGL3: Fixed erroneous use
glGetIntegerv(GL_CONTEXT_PROFILE_MASK)
on contexts lower than 3.2. (#6539, #6333) [@krumelmonster] - Backends: Vulkan: Added optional support for
VK_KHR_dynamic_rendering
(Vulkan 1.3+) in the backend, for applications using it. User needs to setinit_info->UseDynamicRendering = true
andinit_info->ColorAttachmentFormat
. RenderPass becomes unused. (#5446, #5037) [@spnda, @cmarcelo] - Backends: GLFW: Accept
glfwGetTime()
not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser+Emscripten. Matches similar 1.89.4 fix in SDL backend. (#6491) - Examples: Win32+OpenGL3: Changed
DefWindowProc()
toDefWindowProcW()
to match other examples
and support the example app being compiled without UNICODE. (#6516, #5725, #5961, #5975) [@yenixing]
Changes from 1.89.6 to 1.89.7 related to the docking branch (multi-viewport and docking features):
- Viewports+Docking: Fixed extraneous viewport+platform-window recreation in various combination of showing or hiding windows, docking with/without split, undocking. While with some backends and without OS decorations, some extraneous window recreation were visibly not noticeable, they would typically become noticeable when enabling OS decorations on those windows (e.g. Windows title bar fade-in/animation).
- Viewports: Closing a viewport via OS...