Releases: ocornut/imgui
v1.91.9b
v1.91.9b: hotfix
1.91.9 has an assert/crashing bug related to loading table settings in certain instances.
Changes (since v1.91.9)
- Tables: Fixed assert when loading .ini settings with reordered columns. (#8496, #7934)
- Tables: Fixed issues when loading .ini settings for a table with columns using
ImGuiTableColumnFlags_DefaultHide
orImGuiTableColumnFlags_DefaultSort
. (#8496, #7934)
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.
❤️ Last summer was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
💰 🙏 Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
v1.91.9
v1.91.9
❤️ Last summer was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ Reading the changelog is a good way to keep up to date with what Dear ImGui has to offer, and will give you ideas of some features that you've been ignoring until now!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
❤️ Thanks to recent years sponsors ❤️
- Adobe !
- Aras P !
- G3Dvu !
- FUTO !
- Gravity Well !
- id Software !
- Lucid Games !
- MachineGames !
- Mobigame !
- Planestate Software !
- OTOY !
- SCS Software !
- Sebastian Schöner !
- Scorewarrior !
- Supercell !
- Tanius Technology !
- Valve !
❤️ And many individuals ❤️
Thanks to @GamingMinds-DanielC, @PathogenDavid & more for their help with GitHub answers!
Changes (since v1.91.8)
Breaking Changes:
- Image: removed
tint_col
andborder_col
parameter fromImage()
function. (#8131, #8238)- Old function signature:
void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 tint_col = (1,1,1,1), ImVec4 border_col = (0,0,0,0));
- New function signatures:
void Image (ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1));
void ImageWithBg(ImTextureID tex_id, ImVec2 image_size, ImVec2 uv0 = (0,0), ImVec2 uv1 = (1,1), ImVec4 bg_col = (0,0,0,0), ImVec4 tint_col = (1,1,1,1));
- TL;DR:
border_col
had misleading side-effect on layout,bg_col
was missing, parameter order couldn't be consistent withImageButton()
. - New behavior always use
ImGuiCol_Border
color +style.ImageBorderSize
/ImGuiStyleVar_ImageBorderSize
. - Old behavior altered border size (and therefore layout) based on border color's alpha, which caused variety of problems.
- Old behavior used a fixed value of 1.0f for border size which was not tweakable.
- Kept legacy signature (will obsolete), which mimics the old behavior, but uses
Max(1.0f, style.ImageBorderSize)
whenborder_col
is specified. - Added
ImageWithBg()
function which has bothbg_col
(which was missing and most useful) andtint_col
. It was impossible to addbg_col
to Image() with a parameter order consistent with other functions, so we decided to removetint_col
and introduceImageWithBg()
.
- Old function signature:
- Renamed
ImFontConfig::GlyphExtraSpacing.x
option toGlyphExtraAdvanceX
. (#242) - Renamed
style.TabMinWidthForCloseButton
tostyle.TabCloseButtonMinWidthUnselected
. - Backends: Vulkan: Added
uint32_t api_version
argument toImGui_ImplVulkan_LoadFunctions()
. Note that it was also added toImGui_ImplVulkan_InitInfo()
but for the later it is optional. (#8326, #8365, #8400) - Internals: Fonts: ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[],
- Internals: Fonts: ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourcesCount.
- Internals: Menus: reworked mangling of menu windows to use
"###Menu_00"
etc. instead of"##Menu_00"
, allowing them to also store the menu name before it. This shouldn't affect code unless directly accessing menu window from their mangled name.
Other changes:
- Fixed
IsItemDeactivatedAfterEdit()
signal being broken forCheckbox()
,RadioButton()
,Selectable()
. Regression from 2025/01/13. (#8370) - Windows: Fixed an issue where
BeginChild()
inside a collapsedBegin()
wouldn't inherit theSkipItems
flag, resulting in missing coarse clipping opportunities for code not checking theBeginChild()
return value. - Windows, Style: Added
style.WindowBorderHoverPadding
setting to configure inner/outer padding applied to hit-testing of windows borders and detection of hovered window. - InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) [@tanksdude]
- InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459)
- InputTextWithHint(): Fixed buffer-overflow (luckily often with no visible effect) when a user callback modified the buffer contents in a way that altered the visibility of the preview/hint buffer. (#8368) [@m9710797, @ocornut]
- Scrollbar: Rework logic that fades-out scrollbar when it becomes too small, which amusingly made it disappear when using very big font/frame size.
- Scrollbar: Automatically stabilize ScrollbarX visibility when detecting a feedback loop manifesting with ScrollbarX visibility toggling on and off repeatedly. (#8488, #3285, #4539) (feedback loops of this sort can manifest in various situations, but combining horizontal + vertical scrollbar + using a clipper with varying width items is one frequent cause. The better solution is to, either: (1) enforce visibility by using
ImGuiWindowFlags_AlwaysHorizontalScrollbar
or (2) declare stable contents width withSetNextWindowContentSize()
, if you can compute it.) - Tables: fixed calling
SetNextWindowScroll()
on clipped scrolling table to not leak the value into a subsequent window. (#8196) - Tables: fixed an issue where Columns Visible/Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934)
- Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings in more situations. (#7934)
- Tables, Error Handling: Recovery from invalid index in
TableSetColumnIndex()
. (#1651) - Image: Added
ImageWithBg()
variant with bg color and tint color. (#8131, #8238) - Image, Style: Added
style.ImageBorderSize
,ImGuiStyleVar_ImageBorderSize
. (#8131, #8238) - Selectable: Fixed horizontal label alignment with
SelectableTextAlign.x > 0.0f
and specifying a selectable size. (#8338) - Tabs, Style: made the Close Button of selected tabs always visible by default, without requiring to hover the tab. (#8387)
- Added
style.TabCloseButtonMinWidthSelected
/TabCloseButtonMinWidthUnselected
settings to configure visibility of the Close Button for selected and unselected tabs. (-1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width) - Default for selected tabs:
TabCloseButtonMinWidthSelected == -1.0f
(always visible) - Default for unselected tabs:
TabCloseButtonMinWidthUnselected == 0.0f
(visible when hovered)
- Added
- Tabs: fixed middle-mouse-button to close tab not checking that close button is hovered, merely its visibility. (#8399, #8387) [@nicovanbentum]
- TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) [@achabense]
- TextLinkOpenURL(): fixed default Win32
io.PlatformOpenInShellFn
handler to handle UTF-8 regardless of system regional settings. (#7660) [@achabense] - Disabled: Fixed an issue restoring Alpha in
EndDisabled()
when using nestedBeginDisabled()
calls withPushStyleVar(ImGuiStyleVar_DisabledAlpha)
within. (#8454, #7640) - Clipper: Fixed an issue where passing an out of bound index to
clipper.IncludeItemByIndex()
could incorrectly offset the final cursor, even if that index was not iterated through. One case where it would manifest was calling Combo() with an out of range index. (#8450) - Debug Tools: Added
io.ConfigDebugHighlightIdConflictsShowItemPicker
(defaults to true) to allow disabled Item Picker suggestion in user facing builds. (#7961, #7669) - Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631)
- Misc: Various zealous warning fixes for newer version of Clang.
- Misc: Added
ImGuiMouseCursor_Wait
andImGuiMouseCursor_Progress
mouse cursors (busy/wait/hourglass shape, with or without an arrow cursor). - Demo: Reorganized "Widgets" section to be alphabetically ordered and split in more functions.
- Demo: Combos: demonstrate a very simple way to add a filter to a combo, by showing the filter inside the combo contents. (#718)
- Examples: SDL3: Added comments to clarify setup for users of the unfortunate
SDL_MAIN_USE_CALLBACKS
feature. (#8455) - IO: Added
ImGuiKey_Oem102
to ImGuiKey enum. (#7136, #7201, #7206, #7306, #8468) - Backends: reworked key handlers to use/prioritize untranslated ...
v1.91.8
v1.91.8
❤️ Last summer was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
❤️ Thanks to recently joining sponsors: MachineGames, id Software!, SCS Software! ! ! ❤️
❤️ Thanks to our sponsors incl Supercell! Valve!, G3Dvu! OTOY! Adobe! Lucid Games! Planestate Software! Aras P! Gravity Well! FUTO! & many individuals ❤️
Thanks to @GamingMinds-DanielC, @PathogenDavid & more for their help with github answers!
Recently released third-party extensions include:
-
ImOGuizmo by @fknfilewalker: a simple C++11 header only interactive orientation gizmo: github/fknfilewalker/imoguizmo
-
ImPlot3d by @brenocq https://github.com/brenocq/implot3d
ImPlot3D is an extension of Dear ImGui for easy-to-use 3D plotting. Inspired by ImPlot, it supports lines, scatter, surfaces, meshes, and more, with interactive controls like rotation, zoom, and pan.
See more extensions in our wiki page Useful Extensions.
Changes (since v1.91.7)
Breaking Changes:
- ColorEdit, ColorPicker: redesigned how alpha is displayed in the preview square. (#8335, #1578, #346)
- Removed
ImGuiColorEditFlags_AlphaPreview
(made value 0): it is now the default behavior. - Prior to 1.91.8: alpha was made opaque in the preview by default unless using
ImGuiColorEditFlags_AlphaPreview
. - We now display the preview as transparent by default. You can use
ImGuiColorEditFlags_AlphaOpaque
to use old behavior. - The new flags may be combined better and allow finer controls:
ImGuiColorEditFlags_AlphaOpaque
: disable alpha in the preview, but alpha value still editable.ImGuiColorEditFlags_AlphaNoBg
: disable rendering a checkerboard background behind transparent color.ImGuiColorEditFlags_AlphaPreviewHalf
: display half opaque / half transparent preview.
- Removed
- Backends: SDLGPU3: Renamed
ImGui_ImplSDLGPU3_InitInfo::GpuDevice
toDevice
for consistency. (#8163, #7998, #7988)
Other changes:
- imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. Effectively it would only be noticeable when hinting is disabled with
ImGuiFreeTypeBuilderFlags_NoHinting
, as hinting itself snaps glyph advances. - Inputs: added
IsMouseReleasedWithDelay()
helper. (#8337, #8320). Use if you absolutely need to distinguish single-click from double-clicks by introducing a delay. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single-click on an icon triggers a rename. Generally use withdelay >= io.MouseDoubleClickTime
+ combine with aGetMouseClickedCount() == 1
check. - Windows: legacy
SetWindowFontScale()
is properly inherited by nested child windows. Note that an upcoming major release should make this obsolete, but in the meanwhile it works better now. (#2701, #8138, #1018) - Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887)
- Windows: Fixed
IsItemXXXX()
functions not working on append-version ofEndChild()
. (#8350) Also made some of the fields accessible afterBeginChild()
to matchBegin()
logic. - Error Handling: Recovery from missing
EndMenuBar()
call. (#1651) - Tables, Menus: Fixed using
BeginTable()
in menu layer (any menu bar). (#8355) It previously overrode the current layer back to main layer, which caused an issue with MainMenuBar attempted to release focus when leaving the menu layer. - Tables, Menus: Fixed tables or child windows submitted inside
BeginMainMenuBar()
being unable to save their settings, as the main menu bar usesImGuiWindowFlags_NoSavedSettings
. (#8356) - ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid]
- Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. Reduced default thickness (
style.TabBarOverlineSize
), increased default rounding (style.TabRounding
). (#8334) [@Kian738, @ocornut] - Debug Tools: Tweaked font preview.
- ImDrawList: texture baked storage for thick line reduced from ~64x64 to ~32x32. (#3245)
- Fonts:
IndexLookup[]
table hold 16-bit values even in ImWchar32 mode, as it accounts for number of glyphs in same font. This is favorable toCalcTextSize()
calls touching less memory. - Fonts:
OversampleH
/OversampleV
defaults to 0 for automatic selection.OversampleH == 0
--> use 1 or 2 depending on font size and use of PixelSnapH.OversampleV == 0
--> always use 1.
- ImFontAtlas: made calling
ClearFonts()
callClearInputData()
, as calling one without the other is never correct. (#8174, #6556, #6336, #4723) - Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency.
- Examples: Vulkan: better handle
VK_SUBOPTIMAL_KHR
being returned byvkAcquireNextImageKHR()
orvkQueuePresentKHR()
. (#7825, #7831) [@NostraMagister] - Backends: SDL2: removed assert preventing using
ImGui_ImplSDL2_SetGamepadMode()
withImGui_ImplSDL2_GamepadMode_Manual
and an empty array. (#8329) - Backends: SDL3: removed assert preventing using
ImGui_ImplSDL3_SetGamepadMode()
withImGui_ImplSDL3_GamepadMode_Manual
and an empty array. (#8329) - Backends: SDLGPU3: Exposed
ImGui_ImplSDLGPU3_CreateDeviceObjects()
/_DestroyDeviceObjects()
.
Removed return value fromImGui_ImplSDLGPU3_CreateFontsTexture()
. (#8163, #7998, #7988) - Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match
SDL_Color
. (#8327) [@dkosmari] - Backends: DirectX12: Texture upload use the command queue provided in
ImGui_ImplDX12_InitInfo
instead of creating its own. - Backends: OSX: Removed notification observer when shutting down. (#8331) [@jrachele]
Changes from 1.91.7 to 1.91.8 specific to the Docking+Multi-Viewports branch:
- Docking: Fixed an issue in 1.91.7 where using legacy
ImGuiWindowFlags_NavFlattened
flag (instead ofImGuiChildFlags_NavFlattened
) in docking branch would conflict with internal docking flags. (#8357) [@DanielGibson] - Backends: SDL3: new viewport windows are created with the
SDL_WINDOW_HIDDEN
flag before callingSDL_ShowWindow()
. (#8328) [@PathogenDavid]
Gallery
"Autonomous dry stone: On-site planning and assembly of stone walls with a robotic excavator"
https://www.researchgate.net/publication/345902778_Autonomous_dry_stone_On-site_planning_and_assembly_of_stone_walls_with_a_robotic_excavator
"Screen capture of geometric planning software. a Imgui Interface, b active environment with search space, solutions, and placed stones, c available scanned stones in inventory, d selected stone viewer with VSA faces"
@CosmoCortney: _"3D Mini Maps in my game enhancement tool, ...
v1.91.7
1.91.7: happy new year!
❤️ Last summer was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
❤️ Thanks to recently joining sponsors: id Software!, Valve!, SCS Software! ! Gravity Well! ❤️
❤️ Thanks to other present and past sponsors incl Supercell! BeamNG! OTOY! Arkane Lyon, Asobo Studio, Lucid Games! Asobo! G3Dvu! Planestate Software! Aras P! FUTO! & many individuals ❤️
Thanks to @GamingMinds-DanielC, @PathogenDavid & more for their help with github answers!
New third-party extension!
-
ImOGuizmo by @fknfilewalker: a simple C++11 header only interactive orientation gizmo: github/fknfilewalker/imoguizmo
-
ImPlot3d by @brenocq https://github.com/brenocq/implot3d
ImPlot3D is an extension of Dear ImGui for easy-to-use 3D plotting. Inspired by ImPlot, it supports lines, scatter, surfaces, meshes, and more, with interactive controls like rotation, zoom, and pan.
See more extensions in our wiki page Useful Extensions.
Changes (since v1.91.6)
Breaking Changes:
- TreeNode: renamed
ImGuiTreeNodeFlags_SpanTextWidth
toImGuiTreeNodeFlags_SpanLabelWidth
for consistency with other names. Kept redirection enum (will obsolete). (#6937)
Other changes:
- Fixed issues with
IsItemDeactivated()
andIsItemDeactivatedAfterEdit()
not emitting a reliable signal when an item is deactivated externally: e.g. via an explicit clear of focus, clear of active id, opening of modal etc. (#5184, #5904, #6766, #8303, #8004)- It used to work when the interruption happened in the frame before the active item as submitted, but not after. It should work in both cases now.
- While this is not specific to a certain widgets, typically it would mostly be noticeable on
InputText()
because it keepsActiveId
for a longer time while allowing other interaction to happen.
- Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651)
- Error Handling: Turned common
EndTable()
and otherTableXXX
functions fail cases into a recoverable error. (#1651, #8314) - Error Handling: Exposed basic error handling options in
Demo->Tools->Debug Options
. (#1651) - InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipboard. (#8229)
- InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242)
- InputText: Added sanity check to detect some cases of passing a non zero-terminated input buffer.
- InputText: Fixed not calling CallbackEdit on revert/clear with Escape key, although
IsItemEdited()
was behaving correctly. (#8273) - Tables: Fixed
TableAngledHeadersRow()
creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates (left of primary monitor, with multi-viewports enabled). - Tables, MultiSelect: Fixed an issue where column width may be miss-measured when calling
BeginMultiSelect()
while inside a table. (#8250) - TreeNode, Tables: Added
ImGuiTreeNodeFlags_LabelSpanAllColumns
to make the label (not only the highlight/frame) also spans all columns. This is useful for table rows where you know nothing else is submitted. (#8318, #3565) (Obviously best used withImGuiTableFlags_NoBordersInBodyUntilResize
). - Drags: Added
ImGuiSliderFlags_NoSpeedTweaks
flag to disable keyboard modifiers altering the tweak speed. Useful if you want to alter tweak speed yourself based on your own logic. (#8223) - Nav: Fixed an issue where Alt key would clear current active item on windows with the
ImGuiWindowFlags_NoNavInputs
flag. (#8231) - Debug Tools: Debug Log: hovering
0xXXXXXXXX
values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) - Debug Tools: Item Picker: Always available in Tools menu regardless of value of
io.ConfigDebugIsDebuggerPresent
. (#2673) - Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character, affecting some fonts/settings (not all).
- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting
#define IMGUI_DISABLE
. (#8294) [@juur] - Misc: Fixed MinGW builds not using UTF-8 friendly
_wfopen()
. (#8300) - Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
- Backends: SDL3: Added
ImGui_ImplSDL3_InitForSDLGPU()
for consistency, even though it is currently not doing anything particular. (#8163, #7998, #7988) - Backends: Allegro5: Avoid calling
al_set_mouse_cursor()
repeatedly since it appears to leak on on X11 (#8256). [@Helodity] - Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]
- Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) [@anszom]
- Backends: Vulkan: Fixed setting
VkSwapchainCreateInfoKHR::preTransform
for platforms not supportingVK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR
. (#8222) [@Zer0xFF] - Backends: Vulkan: Added a few more
ImGui_ImplVulkanH_XXX
helper functions primarily for the purpose of making our examples simpler. - Backends: Vulkan: Added
IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE
to clarify how many image sampler descriptors are expected to be available in the provided descriptor pool. Current backend needs 1 but it is expected that by end of Q1 2025 this number will grow (will stay a small number). (#6642) - Backends: DX11: Expose vertex constant buffer in
ImGui_ImplDX11_RenderState
.
Reset projection matrix inImDrawCallback_ResetRenderState
handlers. (#6969, #5834, #7468, #3590) - Backends: DX10: Expose
ImGui_ImplDX10_RenderState
for completeness. (#6969, #5834, #7468, #3590) - Examples: Added Win32+Vulkan example for completeness. (#8180) [@jristic]
Gallery
@axjxwright: "AX Tracker: Custom tracking software for an upcoming large scale museum installation."
o3.mp4
@ItsBranK: "Been working on a reflection system helper for Unreal Engine for a bit, lets you view games objects and lets you modify their properties in real time. Very helpful for debugging issues in the production version of your game, where having access to the editor is not possible. This is just for personal use and not open to the public."
@daedlock: "binutils"
@bcace: "short video of mechanical engineering software in early stages of development"
AirFrame.2024.11.26.22.02.47.D0APbFicf1Y.mp4
@ima...
v1.91.6
1.91.6: general maintenance release
❤️ A few months ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
❤️ Thanks to recently joining sponsors: id Software!, SCS Software! Valve! Gravity Well! ❤️
❤️ Thanks to other present and past sponsors incl Supercell! BeamNG! OTOY! Arkane Lyon, Asobo Studio, Lucid Games! Asobo! G3Dvu ! Planestate Software! Aras P! FUTO! & many individuals ❤️
Thanks to @GamingMinds-DanielC, @PathogenDavid & more for their help with github answers!
Changes (since v1.91.5)
This is an unusual small release. It is mostly motivated by the fact that the Win32 backend in docking branch of v1.91.5 had a crash when running multiple program instances. Most of the work done this month is part of a larger feature I will talk about later :)
Breaking Changes:
- Backends: DX12: Changed
ImGui_ImplDX12_Init()
signature to take aImGui_ImplDX12_InitInfo
struct.- Using the new API, application is now required to pass function pointers to allocate/free SRV Descriptors.
- We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
- Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
- Misc: changed CRC32 table from CRC32-adler to CRC32c polynomial in order to be compatible with the result of SSE 4.2 instructions. (#8169, #4933) [@Teselka]
- As a result, some .ini data may be partially lost when storing checksums (docking and tables information particularly).
- Because some users have crafted and storing .ini data as a way to workaround limitations of the docking API, we are providing a
#define IMGUI_USE_LEGACY_CRC32_ADLER
compile-time option to keep using old CRC32 tables if you cannot afford invalidating old .ini data.
Other changes:
- InputText: added
ImGuiInputTextFlags_ElideLeft
to elide left side and ensure right side of contents is visible when whole text is not fitting (useful for paths/filenames). (#1442, #1440, #4391, #7208, #8216) [@kucoman, @ocornut] - InputText: reactivating last activated
InputText()
doesn't restore horizontal scrolling (which was disabled during deactivation anyway). - Error Handling: fixed cases where recoverable error handling would crash when processing errors outside of the
NewFrame()
..EndFrame()
scope. (#1651) - Tables: fixed
SetNextWindowScroll()
value being ignored byBeginTable()
during the first frame or when scrolling flags have changed. (#8196) - Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb).
- Misc: added
IMGUI_DISABLE_DEFAULT_FONT
to strip embedded font from binary. (#8161) [@Demonese] - Demo: example tree used by Property Editor & Selection demos properly freed on application closure. (#8158) [@Legulysse]
- Fonts: fixed
AddCustomRect()
not being packed with TexGlyphPadding + not accounted for surface area used to determine best-guess texture size. (#8107) [@YarikTH, @ocornut] - Misc: use SSE 4.2 crc32 instructions when available. (#8169, #4933) [@Teselka]
- Tools: binary_to_compressed_c: added
-u8
/-u32
/-base85
export options. - Backends: DirectX12: Let user specifies the
DepthStencilView
format by settingImGui_ImplDX12_InitInfo::DSVFormat
. (#8217) [@bmarques1995] - Backends: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting
init_info->DescriptorPoolSize
then the backend will create and manage one itself. (#8172, #4867) [@zeux] - Examples: Win32+DX12: Using a basic free-list allocator to manage multiple SRV descriptors.
Changes from 1.91.5 to 1.91.6 in the Docking branch:
- Backends: Win32: Fixed a crash/regression in 1.91.5 when running two processes with multi-viewports (was using GetProp() to query property which could have belonged to another process). (#8162, #8069) [@sammyfreg, @ocornut]
- Docking: Added an assert to clarify that
ImGuiDockNodeFlags_CentralNode
flag (from internals) does not need to be passed to DockSpace(), as it causes general havoc. (#8145)
Gallery
@HODAKdev: "ImGui is amazing, you can make any editor you want. This is what my game engine looks like. ❤️"
https://github.com/HODAKdev/StarEngine
@734vin: "a node base editor use ImGui, pegborad module."
LightAct 4 (Media Server for Big Shows & Fast Workflows)
https://lightact.com
@matheusgarcez "Working in progress markdown renderer for a game guide overlay (using md4c for building the node tree):"
@coderloff "Here is my basic C++ game engine for learning purposes, Ferx Engine, I'm developing as a 16-year-old:"
Orion Drift upcoming game by Another Axiom
https://www.meta.com/experiences/orion-drift/7181769438517329/
https://www.youtube.com/watch?v=LWvzanMj_
https://www.meta.com/experiences/orion-drift/7181769438517329/
@BigJk "I'm using ImGui for the whole UI of a small game I'm currently developing for fun after work. It's a First Person Dungeon Crawler with Monster Collecting Elements called Gloamvault."
"It's the first time I had a usecase for ImGui's drag and drop features. I use it so that you can easily move monsters in your party around or cast spells by dragging the spell onto the target 😄 Was super easy to implement. Working with ImGui is a breeze as always!"
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.
❤️ A few months ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
💰 🙏 Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
v1.91.5
1.91.5: many tweaks/fixes & obsoleted old IO
❤️ A few months ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
❤️ Thanks to recently joining sponsors: id Software, SCS Software! Valve! Gravity Well! ❤️
❤️ Thanks to other present and past sponsors incl Supercell! BeamNG! OTOY! Arkane Lyon, Asobo Studio, Lucid Games! Asobo! G3Dvu ! Planestate Software! Aras P! FUTO! & many individuals ❤️
Thanks to @GamingMinds-DanielC, @PathogenDavid & more for for their help with github answers!
Changes (since v1.91.4)
Breaking Changes:
- Commented out pre-1.87 IO system (equivalent to using
IMGUI_DISABLE_OBSOLETE_KEYIO
orIMGUI_DISABLE_OBSOLETE_FUNCTIONS
before).io.KeyMap[]
andio.KeysDown[]
are removed (obsoleted February 2022).io.NavInputs[]
andImGuiNavInput
enum are removed (obsoleted July 2022).- Pre-1.87 backends are not supported:
- backends need to call
io.AddKeyEvent()
,io.AddMouseEvent()
instead of writing toio.KeysDown[]
,io.MouseDown[]
fields. - backends need to call
io.AddKeyAnalogEvent()
for gamepad values instead of writing toio.NavInputs[]
fields.
- backends need to call
- For more references:
- If you have trouble updating a very old codebase using legacy backend-specific key codes:
consider updating to 1.91.4 first, then #define IMGUI_DISABLE_OBSOLETE_KEYIO, then update to latest. - Obsoleted
ImGuiKey_COUNT
(it was unusually error-prone/misleading since valid keys don't start at 0). Probably useImGuiKey_NamedKey_BEGIN
/ImGuiKey_NamedKey_END
instead?
- Fonts: removed const qualifiers from most font functions in prevision for upcoming fonts improvements.
Other changes:
- Selectable: selected
Selectable
useImGuiCol_Header
instead of an arbitrary lerp between_Header
and_HeaderHovered
which was introduced v1.91 (#8106, #1861) - Buttons: using
ImGuiItemFlags_ButtonRepeat
makes default button behavior use_PressedOnClick
instead of_PressedOnClickRelease
when unspecified.- This is intended to make the +/- buttons of
InputInt()
/InputFloat()
react on the initial mouse down event. - Note that it may reveal incorrect usage if you were using
InputInt()
/InputFloat()
without persistent storage by relying solely on e.g.IsItemDeactivatedAfterEdit()
: this was never supported and didn't work consistently (see #8149).
- This is intended to make the +/- buttons of
- InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer.
- Tabs, Style: made
ImGuiCol_TabDimmedSelectedOverline
alpha 0 (not visible) in default styles as the current look is not right (butImGuiCol_TabSelectedOverline
stays the same). - Log/Capture: added experimental
io.ConfigWindowsCopyContentsWithCtrlC
option to automatically copy window contents into clipboard using CTRL+C. This is experimental because (1) it currently breaks on nested Begin/End, (2) text output quality varies, and (3) text output comes in submission order rather than spatial order. - Log/Capture: better decorating of
BeginMenu()
andTabItem()
output. - Log/Capture: a non terminated log ends automatically in the window which called it.
- imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081)
- Backends: DX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
- Backends: SDL2: Replace
SDL_Vulkan_GetDrawableSize()
forward declaration with the actual include. (#8095, #7967, #3190) [@sev-] - Backends: SDL2, SDL3:
SDL_EVENT_MOUSE_WHEEL
event doesn't require dividing by 100.0f on Emscripten target. (#4019, #6096, #1463) - Examples: SDL3+Vulkan: Added example. (#8084, #8085)
- Examples: Android+OpenGL: Using
ALooper_pollOnce()
instead ofALooper_pollAll()
which has been deprecated. (#8013) [@feather179]
Changes from 1.91.4 to 1.91.5 in the Docking branch:
- Backends: GLFW: added Linux workaround for spurious mouse up events emitted while dragging and creating new viewports. Generally they would be interrupting a dragging operations. (#3158, #7733, #7922) [@rokups, @ocornut]
- Docking: fixed using
ImGuiDockNodeFlags_KeepAliveOnly
withDockSpaceOverViewport()
: the normally invisible space did erroneously claim mouse hover and could be potentially focused. (#8125) [@kcbanner] ‼️ *EDIT* The imgui_impl_win32 backend in this release has a crashing bug when using multi-viewports + running multiple processes simultaneously (because I didn't realize Win32's SetProp()/GetProp() data were not process bound). Fixed by dad1047 head but not in a tagged release yet. You may cherry-pick dad1047 from 1.91.5.‼️
How the output of io.ConfigWindowsCopyContentsWithCtrlC
looks:
Gallery
@elvissteinjr: "I've just released Desktop+ 3.0, a SteamVR desktop/windows mirroring application, which features a fully revamped UI, naturally using ImGui. While it was using ImGui before (last gallery post in 2020), the UI is now fancier with multiple windows floating in VR, some animated widgets and a custom VR keyboard (which is also just a ImGui window).
Nowadays also available on Steam (free). The Steam announcement for this release also has some short video clips and more screencaps, though not all focused on the interface itself." read more
@koki10190: "Editor for my game engine! The engine itself is similar to how unity works"
https://github.com/Vault-Software-Team/Vault-Engine
@vircon32: "Hi! Never got to show it here, but for some time now I have been using Dear Imgui. I made Vircon32, a game console I designed from scratch, and my emulator uses ImGui to show menus."
@343587787: "I used ImGui combined with OpenCASCADE to create a 3D model visualization software for debugging some of my graphics algorithms."
@Riztazz: "We built a single/multi-webcam motion capture app AImation Studio with the help of ImGui, thank you for this library! Testing some of the features, streaming to unreal and other features available on our website if anyone is interested"
aimation_imgui_ver_three.mp4
@tay10r: "I use ImGui for practically everything at work and at home. Here's an app I made for monitoring training loops for neural networks. In this particular case I'm training an anomaly detector based on data augmentation techniques from: https://www.sciencedirect.com/science/article/abs/pii/S0031320320305094 Thanks @ocornut for maintaining this awesome library!"
[Read on more gallery...
v1.91.4
1.91.4: keyboard/gamepad nav options, draw callback data & backend render state & more
❤️ Two months ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
❤️ Thank you Supercell! BeamNG! OTOY! Lucid Games! Asobo! Planestate Software! Aras! Gravity Well! SCS Software! & many individuals ❤️
Special thanks to @GamingMinds-DanielC, @PathogenDavid & more for for their help with patches and answers!
Changes (since v1.91.3)
Breaking Changes:
- Style: renamed
ImGuiCol_NavHighlight
toImGuiCol_NavCursor
, for consistency with newly exposed and reworked features. Kept inline redirection enum (will obsolete). - The typedef for
ImTextureID
now defaults toImU64
instead ofvoid*
. (#1641)- This removes the requirement to redefine it for backends which are e.g. storing descriptor sets or other 64-bits structures when building on 32-bits archs (namely our DX12 and Vulkan backends). It therefore simplify various building scripts/helpers.
- You may have compile-time warnings if you were casting to
void*
instead ofImTextureID
when passing your types to functions takingImTextureID
values, e.g.ImGui::Image()
. In doubt it is almost always better to do an intermediateintptr_t
cast, since it allows casting any pointer/integer type without warning:- May warn:
ImGui::Image((void*)MyTextureData, ...);
- May warn:
ImGui::Image((void*)(intptr_t)MyTextureData, ...);
- Won't warn:
ImGui::Image((ImTextureID)(intptr_t)MyTextureData), ...);
- May warn:
- Note that you can always #define ImTextureID to be your own high-level structures (with dedicated constructors and extra render parameters) if you like.
- IO: moved
ImGuiConfigFlags_NavEnableSetMousePos
to standaloneio.ConfigNavMoveSetMousePos
bool. - IO: moved
ImGuiConfigFlags_NavNoCaptureKeyboard
to standaloneio.ConfigNavCaptureKeyboard
bool (note the inverted value!). (#2517, #2009). Kept legacy names (will obsolete) + code that copies settings once the first time. Dynamically changing the old value won't work. Switch to using the new value!
Other changes:
- IO: added
void* platform_io.Renderer_RenderState
which is set during theImGui_ImplXXXX_RenderDrawData()
of standard backends to expose selected render states to your draw callbacks. (#6969, #5834, #7468, #3590) - IO:
io.WantCaptureKeyboard
is never set whenImGuiConfigFlags_NoKeyboard
is enabled. (#4921) - Error Handling: turned a few more functions into recoverable errors. (#1651)
- Nav (Keyboard/Gamepad navigation):
- Nav: added
io.ConfigNavCursorVisibleAuto
andio.ConfigNavCursorVisibleAlways
to configure visibility of navigation cursor. (#1074, #2048, #7237, #8059, #3200, #787)- Set
io.ConfigNavCursorVisibleAuto = true
(default) to enable automatic toggling of cursor visibility (mouse click hide the cursor, arrow keys makes it visible). - Set
io.ConfigNavCursorVisibleAlways
to keep cursor always visible.
- Set
- Nav: added
NavSetCursorVisible(bool visible)
function to manipulate visibility of navigation cursor (e.g. set default state, or after some actions). (#1074, #2048, #7237, #8059) - Nav: added
io.ConfigNavEscapeClearFocusItem
andio.ConfigNavEscapeClearFocusWindow
to change how pressing Escape affects navigation. (#8059, #2048, #1074, #3200)- Set
io.ConfigNavEscapeClearFocusItem = true
(default) to clear focused item and highlight. - Set
io.ConfigNavEscapeClearFocusItem = false
for Escape to not have an effect. - Set
io.ConfigNavEscapeClearFocusWindow = true
to completely unfocus the Dear ImGui window, is for some reason your app relies on imgui focus to take other decisions.
- Set
- Nav: pressing Escape to hide the navigation cursor doesn't clear current location, so it may be restored when Ctrl+Tabbing back into the same window later.
- Nav: fixed Ctrl+Tab initiated with no focused window from skipping the top-most window. (#3200)
- Nav: navigation cursor is not rendered for items with
ImGuiItemFlags_NoNav
. Can be relevant when e.g activating a _NoNav item with mouse, then Ctrl+Tabbing back and forth.
- Nav: added
- Disabled: clicking a disabled item focuses parent window. (#8064)
- InvisibleButton, Nav: fixed an issue when
InvisibleButton()
would be navigable into but not display navigation highlight. Properly navigation on it by default. (#8057) - InvisibleButton: added
ImGuiButtonFlags_EnableNav
to enable navigation over the invisible button. (#8057) - Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036)
- DrawList:
AddCallback()
added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665)- If
userdata_size == 0:
we copy/store theuserdata
argument as-is (existing behavior). It will be available unmodified inImDrawCmd::UserCallbackData
during render. - If
userdata_size > 0
, we copy/storeuserdata_size
bytes pointed to byuserdata
(new behavior). We store them in a buffer stored inside the drawlist.ImDrawCmd::UserCallbackData
will point inside that buffer so you have to retrieve data from there. Your callback may need to useImDrawCmd::UserCallbackDataSize
if you expect dynamically-sized data. - Note that we use a raw type-less copy.
- If
- Tables: fixed initial auto-sizing issue with synced-instances. (#8045, #7218)
- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys, preventing use of external shortcuts that are not guarded by an ActiveId check. (#8048) [@geertbleyen]
- InputText: ensure mouse cursor shape is set regardless of whether keyboard mode is enabled or not. (#6417)
- InputScalar: added an assert to clarify that
ImGuiInputTextFlags_EnterReturnsTrue
is not
supported byInputFloat()
/InputInt()
/InputScalar()
etc. widgets. It actually never was. (#8065, #3946) - imgui_freetype: Added support for plutosvg (as an alternative to lunasvg) to render OpenType SVG fonts. Requires defining
IMGUI_ENABLE_FREETYPE_PLUTOSVG
along withIMGUI_ENABLE_FREETYPE
. Providing headers/librairies for plutosvg + plutovg is up to you (see #7927 for help). (#7927, #7187, #6591, #6607) [@pthom] - Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
ImGui_ImplXXXX_RenderState
structures during render loop, for user draw callbacks. (#6969, #5834, #7468, #3590) - Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230)
Changes from 1.91.3 to 1.91.4 in the Docking branch:
- Backends: changed all backends to allow enabling
ImGuiConfigFlags_ViewportsEnable
after initialization. (#5371)
Gallery
@abdullahoday710 : "World editor I made for my game engine"
@Redcrafter: "I'm using ImGui for the unofficial Animal Well map editor."
@fchen99: "I'm working on this car audio flow editing and tuning tool recently. I've posted screen shot of its early version a couple of weeks ago, and now it's getting to its first release. Thanks @ocornut and all other contributors for your great work, imgui makes my work easier and more enjoyable."
@ypujante: _"I made an Emscripten port for ImGui. What this means is that you only need the port file to use ImGui and it has simple options to configure it (like which renderer to use and which backend and the branch). The port takes care of downloading the proper version and compiling it. Check out the port on pongasoft/emscripten-ports.
Also see previous releases details.
Note that GitHub are now clamping re...
v1.91.3
1.91.3: opt-in error recovery features + misc drags/tooltips/scrollbar/backends work.
❤️ A month ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
In recent year, Dear ImGui has been financially supported by many companies. Thank you SCS Software for starting to sponsor Dear ImGui!
Special thanks to @GamingMinds-DanielC, @PathogenDavid & more for for their help with patches and answers!
Changes (since v1.91.2)
Breaking Changes:
- Drags: treat v_min==v_max as a valid clamping range when != 0.0f. Zero is still a special value due to legacy reasons, unless using
ImGuiSliderFlags_ClampZeroRange
. (#7968, #3361, #76) - Drags: extended behavior of
ImGuiSliderFlags_AlwaysClamp
to includeImGuiSliderFlags_ClampZeroRange
. It considers v_min==v_max==0.0f as a valid clamping range (aka edits not allowed). Although unlikely, it you wish to only clamp on text input but want v_min==v_max==0.0f to mean unclamped drags, you can use_ClampOnInput
instead of_AlwaysClamp
. (#7968, #3361, #76)
Other changes:
- Error Handling: Enabled/improved error recovery systems. (#1651, #5654)
- Read https://github.com/ocornut/imgui/wiki/Error-Handling for a bit more details.
- Error recovery is provided as a way to facilitate:
- Recovery after a programming error. Native code or scripting language (the later tends to facilitate iterating on code while running).
- Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
- Error recovery is not perfect nor guaranteed! It is a feature to ease development.
You not are not supposed to rely on it in the course of a normal application run. - Functions that support error recovery are using
IM_ASSERT_USER_ERROR()
instead ofIM_ASSERT()
. - By design, we do not allow error recovery to be 100% silent. One of the options needs to be enabled!
- Possible usage: facilitate recovery from errors triggered from a scripting language or after specific exceptions handlers. Surface errors to programmers in less aggressive ways.
- Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls! Otherwise it would severely hinder your ability to catch and correct mistakes!
- Added
io.ConfigErrorRecovery
to enable error recovery support. - Added
io.ConfigErrorRecoveryEnableAssert
to assert on recoverable errors. - Added
io.ConfigErrorRecoveryEnableDebugLog
to output to debug log on recoverable errors. - Added
io.ConfigErrorRecoveryEnableTooltip
to enable displaying an error tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. - All options are enabled by default.
- Windows: BeginChild(): made it possible to call
SetNextWindowSize()
on a child window usingImGuiChildFlags_ResizeX
,ImGuiChildFlags_ResizeY
in order to override its current size. (#1710, #8020) - Scrollbar: Shift+Click scroll to clicked location (pre-1.90.8 default). (#8002, #7328)
- Scrollbar: added
io.ConfigScrollbarScrollByPage
setting (default to true). Setio.ConfigScrollbarScrollByPage=false
to enforce always scrolling to clicked location. (#8002, #7328) - Drags: split
ImGuiSliderFlags_AlwaysClamp
into two distinct flags: (#7968, #3361, #76)ImGuiSliderFlags_AlwaysClamp
=ImGuiSliderFlags_ClampOnInput
+ImGuiSliderFlags_ClampZeroRange
.- Previously
_AlwaysClamp
only did the equivalent of_ClampOnInput
. - Added
ImGuiSliderFlags_ClampOnInput
which is now a subset of_AlwaysClamp
(note that it was the old name of_AlwaysClamp
, but we are reintroducing that name). - Added
ImGuiSliderFlags_ClampZeroRange
to enforce clamping even when v_min==v_max==0.0f in drag functions. Sliders are not affected.
- Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release.
- Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window so thattransitioning from an item tooltip to a drag tooltip doesn't leak window auto-sizing info from one to the other. (#8036)
- Tooltips: Tooltips triggered from touch inputs are positioned above the item. (#8036)
- Backends: SDL3: Update for API changes:
SDL_bool
removal.SDL_INIT_TIMER
removal. - Backends: WebGPU: Fixed DAWN api change using
WGPUStringView
inWGPUShaderSourceWGSL
. (#8009, #8010) [@blitz-research]
Changes from 1.91.2 to 1.91.3 in the Docking branch:
- Backends: SDL2, SDL3: Fixed building for UWP platforms. (#8008)
- Backends: Win32: Use
ResisterClassW()
/CreateWindowExW()
for secondary viewports, to ensure correct IME input even if the backend was compiled in MBCS mode. (#7979, #5725)
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.
❤️ A month ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
💰 🙏 Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
v1.91.2
1.91.2: detect id conflicts, table fixes, faster input text & more.
❤️ A month ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
In recent year, Dear ImGui has been financially supported by many companies.
Thank you SCS Software for joining the list! Thank you to FUTO for their recent migrogrant!
Following the 10 years of Dear ImGui post, there has been an unusually high amount of individual donations. Thank you Adam, Albert, Antoine, Arthur, Bruno, Caleb, Charles, Daniel, Geoff, Giacomo, Israelle, Jean-Sebastien, Jonathan, Liam, Lucas, Martin, Nathaniel, Ondrej, Peter, Simon, Yuvan.
Special thanks to @GamingMinds-DanielC, @PathogenDavid, @cfillion & more for for their help with patches and answers!
Changes (since v1.91.1)
- Added
io.ConfigDebugHighlightIdConflicts
debug feature! (#7961, #7669)
THIS DETECTS THE MOST COMMON USER ERROR BY FIRST-TIME DEAR IMGUI PROGRAMMERS! See Debug Tools page.- The tool detects when multiple items are sharing the same identifier, due to not using
PushID
/PopID
in loops, or not using ID stack facilities such as"##"
suffixes. Very frequently it happens when using empty""
labels. - When hovering an item with a conflicting ID, all visible items with the same ID will be highlighted and an explanatory tooltip is made visible.
- The feature may be disabled and is exposed in Demo->Tools menu.
- I've been wanting to add this tool for a long time, but was stalled by finding a way to
not make it spammy + make it practically zero cost. After @pthom made various proposals to
solve the same problem (thanks for pushing me!), I decided it was time to finish it. - Added
ImGuiItemFlags_AllowDuplicateId
to use withPushItemFlag()
/PopItemFlag()
if for some
reason you intend to have duplicate identifiers. - (#74, #96, #480, #501, #647, #654, #719, #843, #894, #1057, #1173, #1390, #1414, #1556, #1768, #2041, #2116, #2330, #2475, #2562, #2667, #2807, #2885, #3102, #3375, #3526, #3964, #4008, #4070, #4158, #4172, #4199, #4375, #4395, #4471, #4548, #4612, #4631, #4657, #4796, #5210, #5303, #5360, #5393, #5533, #5692, #5707, #5729, #5773, #5787, #5884, #6046, #6093, #6186, #6223, #6364, #6387, #6567, #6692, #6724, #6939, #6984, #7246, #7270, #7375, #7421, #7434, #7472, #7581, #7724, #7926, #7937 and probably more..)
- The tool detects when multiple items are sharing the same identifier, due to not using
- Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439)
- MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821).
- Inputs:
SetNextItemShortcut()
withImGuiInputFlags_Tooltip
doesn't show tooltip when item is active. - InputText: internal refactoring to simplify and optimize the code. The ImWchar buffer has been removed. Simplifications allowed to implement new optimizations for handling very large text buffers (e.g. in our testing, handling of a 1 MB text buffer is now 3 times faster in VS2022 Debug build). This is the first step toward more refactoring. (#7925) [@alektron, @ocornut]
- InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow.
- Tables: fixed auto-width columns when using synced-instances of same table. The previous fix done in v1.90.5 was incomplete. (#7218)
- Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) [@eclbtownsend]
- Tables: fixed assertion with tables with borders when clipped by parent. (#6765, #3752, #7428)
- Windows: fixed an issue where double-click to collapse could be triggered even while another item is active, if the item didn't use the left mouse button. (#7841)
- Misc: Made it accepted to call
SetMouseCursor()
with any out-of-bound value, as a way to allow hacking in custom cursors if desirable. - Fonts: fixed ellipsis
"..."
rendering width miscalculation bug introduced in 1.91.0. (#7976) [@DDeimos] - TextLinkOpenURL(): modified tooltip to display a verb "Open 'xxxx'". (#7885, #7660)
- Backends: SDL2: use
SDL_Vulkan_GetDrawableSize()
when available. (#7967, #3190) [@scribam] - Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) [@ypujante]
- Backends: WebGPU: Added support for optional
IMGUI_IMPL_WEBGPU_BACKEND_DAWN
/IMGUI_IMPL_WEBGPU_BACKEND_WGPU
defines to handle ever-changing native implementations. (#7977, #7969, #6602, #6188, #7523) [@acgaudette]
Changes from 1.91.1 to 1.91.2 in the Docking branch:
- Viewports: fixed an issue where a window manually constrained to the main viewport while crossing over main viewport bounds isn't translated properly. (#7985)
- Backends: SDL2, SDL3, Win32: ensure that
ImGuiPlatformMonitor
list is available after backend Init call. (#7995) - Backends: Win32: fixed direct calls to
platform_io.Platform_SetWindowPos()
/Platform_SetWindowSize()
on windows created by application (typically main viewport). - Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971)
- Backends: SDL3: added support for
viewport->ParentViewportId
field to support parenting windows at OS level. (#7973, #7989) [@RT2Code]
Gallery
@EddieEldridge: "Using ImGUI and a custom Lua wrapper to enable users to create their own custom GUI elements for the base game and it's modifications in the strategy game Medieval II: Total War" (Demo video,Medieval 2 Engine Overhaul Project).
@untodesu: "I'm back at it with my ImGui-based Game UI for my voxel game - Voxelius This time the game features an almost-full fledged UI with the most recent addition being in-game chat! "
@Green-Sky: "Recently I also started to use DearImGui for a non game program, my messenger (framework frontend) tomato, which has Tox support built-in. It also supports loading plugins."
"With doom as a plugin 😏 :"
@SirMallard: "Used at Roblox as an internal development tool for the engine. Shown during RDC24 (Roblox Developer Conference)."
"Only the engine programmers (Roblox employees) are able to use Dear ImGui. Developers using the Roblox engine do not have access to it, nor the ability to add it to the engine themselves, hence the implementation of Dear ImGui in Roblox Luau, Iris."
@bryanedds:
Nu Game Engine and Omni Blade (steam) from @bryanedds
https://github.com/bryanedds/Nu
"ImGui is the KEY factor that enables our game editor's user-extensibility far beyond what any retained gui can provide in practice. To us, the extensibility built into the ImGui paradigm was and continues to be the primary value proposition. And Dear ImGui specifically is the reason why we didn't even have to consider writing an ImGui ourselves! There's no sufficient way to emphasize how Dear ImGui and its lineage makes straight-forward the otherwise impractical!"
Also see [previous releases details](https://gi...
v1.91.1
1.91.1: moving to ImGuiPlatformIO + many fixes & improvements.
❤️ A few weeks ago was the 10th anniversary of v1.00! Read: 10 years of Dear ImGui ! 🎉
✋ 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!
📣 If you are browsing multiple releases: click version number above to display full release note contents, otherwise it is badly clipped by GitHub!
Links: Homepage - Release notes - FAQ - Issues, Q&A. Also see our Wiki with sections such as..
- Getting Started (~25 lines in an existing app)
- Useful Extensions/Widgets
- Software using Dear ImGui
- Bindings & Backends
- and more! 👌
Dear ImGui is funded by your contributions and absolutely 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 page. Did you know? If you need an excuse to pay, you may buy licenses for Test Engine and buy hours of support (and cough not use them all) and that will contribute to fund Dear ImGui.
In recent year, Dear ImGui has been financially supported by: Aras Pranckevičius / Arkane Lyon / Asobo Studio / Avalanche Studios Group / BeamNG / Esoterica Engine / FUTO / G3Dvu / Lucid Games / Noel Berry / Mobigame / OTOY / Planestate Software / Remedy Entertainment / Sofistik / Supercell / Tuxedo Labs, Valve and many individual contributors. Thank you to FUTO for their recent migrogrant. Thank you for allowing Dear ImGui to stay on its path.
Special thanks to @GamingMinds-DanielC, @PathogenDavid, @cfillion & more for for their help with patches and answers!
Changes (since v1.91.0)
We are moving a few platform related handlers from the ImGuiIO
to the ImGuiPlatformIO
structure.
- If you are using standard backends you'll have nothing to do.
- If you are using a custom and or third-party backend: we kept a legacy redirection but consider updating (you can check by enabling
IMGUI_DISABLE_OBSOLETE_FUNCTIONS
. Most likely the only functions you used that have moved areGetClipboardTextFn
/SetClipboardTextFn()
. - The
ImGuiPlatformIO
structure already existed in the docking branch to support multi-viewports, we are slowly introducing selected parts of it in the master branch in order to (in the future) add features related to e.g. querying monitor/desktop DPI scale.
Breaking Changes:
- BeginChild(): renamed
ImGuiChildFlags_Border
toImGuiChildFlags_Borders
for consistency. [@cfillion]
Kept inline redirection flag (will obsolete). - IO: moved clipboard functions from
ImGuiIO
toImGuiPlatformIO
:io.GetClipboardTextFn
->platform_io.Platform_GetClipboardTextFn
io.SetClipboardTextFn
->platform_io.Platform_SetClipboardTextFn
- in function signatures, changed
void* user_data
toImGuiContext* ctx
for consistency with other functions. Pull your user data fromplatform_io.ClipboardUserData
if used. - as this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
- IO: moved other functions from
ImGuiIO
toImGuiPlatformIO
:io.PlatformOpenInShellFn
->platform_io.Platform_OpenInShellFn
(#7660)io.PlatformSetImeDataFn
->platform_io.Platform_SetImeDataFn
io.PlatformLocaleDecimalPoint
->platform_io.Platform_LocaleDecimalPoint
(#7389, #6719, #2278)- access those via GetPlatformIO() instead of GetIO().
(BecausePlatformOpenInShellFn
andPlatformSetImeDataFn
were introduced extremely recently and
often automatically set by core library and backends, we are exceptionally not maintaining a legacy redirection symbol for those two.)
- Commented the old
ImageButton()
signature obsoleted in 1.89 (~August 2022). (#5533, #4471, #2464, #1390)- old
ImageButton()
usedImTextureId
as item id (created issue with e.g. multiple buttons in same scope, transient texture id values, opaque computation of ID) - new
ImageButton()
requires an explicitconst char* str_id
- old
ImageButton()
had aframe_padding
override argument. - new
ImageButton()
always usestyle.FramePadding
, which you can modify usingPushStyleVar()
/PopStyleVar()
.
- old
Other Changes
- IO: Added
GetPlatformIO()
andImGuiPlatformIO
, pulled from 'docking' branch, which is a centralized spot to connect os/platform/renderer related functions. Clipboard, IME and OpenInShell hooks are moved here. (#7660) - IO, InputText: fixed an issue where typing text in an
InputText()
would defer character processing by one frame, because of the trickling input queue. Reworked interleaved keys<>char trickling to take account for keys known to input characters. (#7889, #4921, #4858) - Windows: adjust default
ClipRect
to better match rendering of thick borders (which are in theory not supported). Compensate for the fact that borders are centered around the windows edge rather than inner. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) - Made
BeginItemTooltip()
andIsItemHovered()
with delay flag infer an implicit ID (for ID-less items such as Text element) in a way that works when item resizes. (#7945, #1485) - MultiSelect+TreeNode+Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node using multi-select would incorrectly select it. (#7850)
- MultiSelect+TreeNode: default open behavior is
_OpenOnDoubleClick
+_OpenOnArrow
when used in a multi-select context without anyImGuiTreeNode_OpenOnXXX
flags set. (#7850) - Tables: fixes/revert a 1.90 change were outer border would be moved bottom and right by an extra pixel + rework the change so that contents doesn't overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428)
- Tables: fixed an issue resizing columns or querying hovered column/row when using multiple synched instances that are layed out at different X positions. (#7933)
- Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914)
- InputText: allow callback to update buffer while in read-only mode. (imgui_club/#46)
- InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870)
- TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660)
- Tooltips, Drag and Drop: made it possible to override
BeginTooltip()
position while inside a drag and drop source or target: aSetNextWindowPos()
call won't be overridden. (#6973) - PlotHistogram, PlotLines: register item ID and use button behavior in a more idiomatic manner, fixes preventing e.g.
GetItemID()
and other ID-based helper to work. (#7935, #3072) - Style: added
PushStyleVarX()
,PushStyleVarY()
helpers to conveniently modify only one component of a ImVec2 var. - Fonts: made it possible to use
PushFont()
/PopFont()
calls across Begin() calls. (#3224, #3875, #6398, #7903) - Backends:
- Backends: GLFW: added
ImGui_ImplGlfw_Sleep()
helper function because GLFW does not provide a way to do a portable sleep. (#7844) - Backends: GLFW+Emscripten: Use
OpenURL()
from GLFW3 contrib port when available and using the contrib port instead of Emscripten own GLFW3 implementation. (#7647, #7915, #7660) [@ypujante] - Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) [@madebr, @ocornut]
- Backends: SDL2, SDL3: storing
SDL_WindowID
insideImGuiViewport::PlatformHandle
instead ofSDL_Window*
. - Backends: SDL3: Update for API changes:
SDL_GetGamepads()
memory ownership logic was reverted back by SDL3 on July 27. (#7918, #7898, #7807) [@cheyao, @MattGuerrette] - Backends: GLFW: passing null window to
glfwGetClipboardString()
/glfwSetClipboardString()
since GLFW own tests are doing that and it seems unnecessary. - Backends: SDL2, SDL3, GLFW, OSX, Allegro: update to set function handlers in ImGuiPlatformIO instead of ImGuiIO.
- Backends: GLFW: added
- Examples:
- Examples: GLFW (all), SDL2 (all), SDL3 (all), Win32+OpenGL3: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844)
- Examples: SDL3: Update for API changes:
SDL_Init()
returns 0 on failure.
Changes from 1.91.0 to 1.91.1 in the Docking branch:
- Viewports: added optional
platform_io.Platform_GetWindowWorkAreaInsets()
hook to allow backends to alter the default per-viewport work-area. (#7823) - Backends: don't report ...