Merge remote-tracking branch 'upstream/master'

# Conflicts:
#	backends/imgui_impl_android.cpp
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_sdl2.cpp
#	docs/CHANGELOG.txt
This commit is contained in:
Turtle Dove 2026-07-16 07:34:03 -05:00
commit d477df2a0e
6 changed files with 63 additions and 56 deletions

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@ -23,8 +23,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-15: Inputs: Clear mouse position on touch release (AMOTION_EVENT_ACTION_UP) to prevent buttons from staying in hovered/pressed state. (#6627)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2026-07-15: Inputs: clear mouse position on touch release (AMOTION_EVENT_ACTION_UP) to prevent items from staying in hovered state. (#6627, #9474)
// 2023-04-11: Inputs: calling new io.AddMouseSourceEvent() to discriminate Mouse from Touch events.
// 2022-09-26: Inputs: renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
@ -231,9 +232,7 @@ int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event)
{
io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN);
// Clear mouse position on touch release so buttons don't stay in hovered state. (#6627)
// On touchscreens there is no "hover" — after release the pointer is gone.
if (event_action == AMOTION_EVENT_ACTION_UP)
if (event_action == AMOTION_EVENT_ACTION_UP) // (#6627, #9474)
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
break;

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@ -26,11 +26,11 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802)
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture().
// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap.
// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748)
@ -264,8 +264,6 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex)
{
// Backup GL_UNPACK state that we modify, restore on exit.
// This prevents corrupting the caller's pixel store state when ImGui
// creates or updates textures mid-frame. (#8802, #9473)
GLint last_unpack_row_length = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
GLint last_unpack_alignment = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));

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@ -23,6 +23,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2026-06-17: OpenGL: Expose selected render state in ImGui_ImplOpenGL3_RenderState, Allowing to dynamically select between use of glBindSampler() and glTexParameter(). You can access in 'void* platform_io.Renderer_RenderState' during rendering.
// 2026-06-03: OpenGL: GLSL version detection assume GLSL 410 when GL context is 4.1. Fixes an issue running on macOS with Wine. (#9427, #6577)
// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378)
@ -32,7 +33,6 @@
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792)
// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy.
// 2026-07-15: OpenGL: Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT in UpdateTexture() to avoid corrupting caller GL state. (#8802, #9473)
// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture().
// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664)
// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406)
@ -668,21 +668,13 @@ static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex)
void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
{
// Backup GL_UNPACK state that we modify, restore on exit.
// This prevents corrupting the caller's pixel store state when ImGui
// creates or updates textures mid-frame. (#8802, #9473)
#ifdef GL_UNPACK_ROW_LENGTH
GLint last_unpack_row_length = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
#endif
#ifdef GL_UNPACK_ALIGNMENT
GLint last_unpack_alignment = 0; GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));
#endif
GLint last_unpack_row_length = 0; (void)last_unpack_row_length;
GLint last_unpack_alignment = 0; (void)last_unpack_alignment;
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
#ifdef GL_UNPACK_ALIGNMENT
GL_CALL(glGetIntegerv(GL_UNPACK_ROW_LENGTH, &last_unpack_row_length));
GL_CALL(glGetIntegerv(GL_UNPACK_ALIGNMENT, &last_unpack_alignment));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
#endif
}
@ -706,6 +698,9 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#endif
GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));
// Store identifiers
@ -728,7 +723,6 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width));
for (ImTextureRect& r : tex->Updates)
GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y)));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
#else
// GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line.
ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();
@ -750,12 +744,13 @@ void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex)
ImGui_ImplOpenGL3_DestroyTexture(tex);
// Restore GL_UNPACK state
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
{
#ifdef GL_UNPACK_ROW_LENGTH
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));
#endif
#ifdef GL_UNPACK_ALIGNMENT
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));
GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, last_unpack_row_length));
GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, last_unpack_alignment));
#endif
}
}
// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file.

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@ -21,7 +21,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2026-07-15: Platform: Restore SDL_StartTextInput()/SDL_StopTextInput() in IME handler for on-screen keyboard support on Android/mobile. (#7636)
// 2026-07-15: Inputs: restore SDL_StartTextInput()/SDL_StopTextInput() in IME handler for on-screen keyboard support on Android/mobile. (#7636, #9474)
// 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369)
// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235)
// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168)
@ -206,13 +206,18 @@ static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImG
r.w = 1;
r.h = (int)data->InputLineHeight;
SDL_SetTextInputRect(&r);
// SDL_StartTextInput() is needed on Android (and some other platforms) to show the on-screen keyboard. (#7636)
#ifdef __ANDROID__
// SDL_StartTextInput() is needed on Android (and some other platforms) to show the on-screen keyboard. (#7636, #9474, #6306)
// It was removed in a7703fe6 due to concerns about its relation to desktop IME, but is required on mobile.
SDL_StartTextInput();
#endif
}
else
{
#ifdef __ANDROID__
SDL_StopTextInput();
#endif
}
}

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@ -150,18 +150,25 @@ Other Changes:
- Misc:
- Added IM_DEBUG_BREAK() handler for GCC+AArch64/ARM64. [@tom-seddon]
- Backends:
- Android: Clear mouse position on touch release (AMOTION_EVENT_ACTION_UP)
to prevent buttons from staying in hovered/pressed state. (#6627)
- SDL2: Restore SDL_StartTextInput()/SDL_StopTextInput() in IME handler
for on-screen keyboard support on Android. (#7636)
- Android:
- Clear mouse position on touch release (AMOTION_EVENT_ACTION_UP) to prevent
items from staying in hovered state. (#6627, #9474) [@Turtle-PB]
- Metal4:
- Added new Metal 4 backend (forked from Metal 3 backend). (#9458, #9451) [@AmelieHeinrich]
- Added Metal-cpp support enabled with `IMGUI_IMPL_METAL_CPP` define. (#9461) [@MERL10N]
- OpenGL2:
- Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT when updating texture
to avoid altering caller GL state. (#8802, #9473) [@Turtle-PB]
- OpenGL3:
- GLSL version detection assume GLSL 410 when GL context is 4.1.
Fixes an issue running on macOS with Wine. [#9427, #6577) [@perminovVS]
- Expose selected render state in ImGui_ImplOpenGL3_RenderState, allowing to
dynamically select between use of glBindSampler() and glTexParameter(). (#9378)
- Backup and restore GL_UNPACK_ROW_LENGTH and GL_UNPACK_ALIGNMENT when updating texture
to avoid altering caller GL state. (#8802, #9473) [@Turtle-PB]
- SDL2:
- Restore SDL_StartTextInput()/SDL_StopTextInput() in IME handler for on-screen keyboard
support on Android. (#7636, #9474) [@Turtle-PB]
- SDLRenderer3:
- Fixed sampler change which didn't work on all graphics backends. (#7616, #9470, #9378)
- Fixed default sampler not being Linear. Regression in 1.92.8. (#7616, #9470, #9378) [@ShiroKSH]

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@ -6710,12 +6710,34 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name)
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
{
window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
if (settings->Size.x > 0 && settings->Size.y > 0)
window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
window->Collapsed = settings->Collapsed;
if (settings != NULL)
{
window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y));
if (settings->Size.x > 0 && settings->Size.y > 0)
{
window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y));
window->AutoFitFramesX = window->AutoFitFramesY = 0;
}
window->Collapsed = settings->Collapsed;
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
}
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
window->AutoFitFramesX = window->AutoFitFramesY = 2;
window->AutoFitOnlyGrows = false;
}
else
{
window->AutoFitFramesX = (window->Size.x <= 0.0f) ? 2 : 0;
window->AutoFitFramesY = (window->Size.y <= 0.0f) ? 2 : 0;
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
}
// Note that 'settings' may be NULL.
// Sets _Once, _Appearing, _FirstUseEver. _FirstUseEver will be cleared again if there are settings.
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
{
// Initial window state with e.g. default/arbitrary window position
@ -6725,28 +6747,9 @@ static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* s
window->Pos = main_viewport->Pos + ImVec2(60, 60);
window->Size = window->SizeFull = ImVec2(0, 0);
window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
ApplyWindowSettings(window, settings);
if (settings != NULL)
{
settings->LastUsedDate = g.SessionDate;
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
ApplyWindowSettings(window, settings);
}
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
window->AutoFitFramesX = window->AutoFitFramesY = 2;
window->AutoFitOnlyGrows = false;
}
else
{
if (window->Size.x <= 0.0f)
window->AutoFitFramesX = 2;
if (window->Size.y <= 0.0f)
window->AutoFitFramesY = 2;
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
}
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)