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Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
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// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
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// [X] Multiple Dear ImGui contexts support.
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// Missing features or Issues:
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// [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
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// [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
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@@ -407,7 +407,7 @@ Other changes:
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- Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow()
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helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time
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GLFW version checks + returning 1.0f on Apple platform.
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- Backends: GLFW: fixed Win32 specific WndProc handler relying on current context. (#8676, #8239, #8069)
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- Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
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- Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow()
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helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f
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on Apple platforms. SDL3 already does this by default.
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