Name | Modified | Size | Downloads / Week |
---|---|---|---|
Parent folder | |||
README.md | 2025-08-11 | 13.1 kB | |
v1.92.2 source code.tar.gz | 2025-08-11 | 1.9 MB | |
v1.92.2 source code.zip | 2025-08-11 | 2.1 MB | |
Totals: 3 Items | 4.1 MB | 10 |
v1.92.2: Summer 2025
❤️ Previous 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 ❤️
- BeamNG !
- G3Dvu !
- OTOY !
- Riot Games ! 🆕 👍 Welcome!
- Scorewarrior ! 🆕 👍 Welcome!
- Supercell !
- Tanius Technology !
- Valve !
- Aras P !
- Asobo Studio !
- FUTO !
- Gravity Well !
- id Software !
- Lucid Games !
- MachineGames !
- Mobigame !
- Planestate Software !
- SCS Software !
- Sofistik
- Sebastian Schöner !
- Vector Unit 🆕 👍 Welcome!
❤️ And many individuals ❤️
Thanks to @GamingMinds-DanielC, @cfillion, @PathogenDavid & more for their help with GitHub answers!
Changes (since v1.92.1)
This is a general maintenance release addressing some issues discovered in 1.92.0. Read v1.92.0 Changelog for details and links on larger changes.
🆘 Need help updating your custom rendering backend to support ImGuiBackendFlags_RendererHasTextures
?
You can read the newly improved docs/BACKENDS.md.
TL;DR;
- New tab bar resizing logic (combining shrinking and scrolling) and configuration options.
- Fixed Vulkan backend on some setup (following 1.92.0) changes.
- SDL_GPU backend changes
ImTextureID
to beSDL_GPUTexture*
(!). - Keyboard/navigation fixes, table fixes, font fixes, new SDL3+Metal example & many more.
Breaking Changes
- Tabs: Renamed
ImGuiTabBarFlags_FittingPolicyResizeDown
toImGuiTabBarFlags_FittingPolicyShrink
. Kept inline redirection enum (will obsolete). (#261, [#351]) - Backends: SDL_GPU3: changed
ImTextureID
type fromSDL_GPUTextureSamplerBinding*
toSDL_GPUTexture*
, which is more natural and easier for user to manage. If you need to change the current sampler, you can access theImGui_ImplSDLGPU3_RenderState
struct. (#8866, [#8163], [#7998], [#7988])
Other Changes
- Fixed an old inconsistency between
IsItemHovered()
and internal hovering check, whereIsItemHovered()
would return true to mouse was first clicked on the background of a non-moveable window then moved over the item or button. Note that while it is consistent with other logic, there is a possibility that some third-party code may accidentally relied on this. One can always useImGuiHoveredFlags_AllowWhenBlockedByActiveItem
to bypass the active id check. (#8877) [@achabense, @ocornut] - Fonts: fixed an issue when a font using
MergeMode
has a reference size specified but the target font doesn't. Usually either all fonts should have a reference size (only required when specifying e.g.GlyphOffset)
, or none should have a reference size. - Fonts: fixed a crash when changing texture format when using a legacy backend. Most commonly would happen when calling
GetTexDataAsRGBA32()
then immediately callingGetTexDataAsAlpha8()
. (#8824) - Windows: fixed an issue where resizable child windows would emit border logic when hidden/non-visible (e.g. when in a docked window that is not selected), impacting code not checking for
BeginChild()
return value. (#8815) - Textures: Fixed support for
#define ImTextureID_Invalid
to non-zero value:ImFontAtlas()
was incorrectly cleared with zeroes. (#8860, [#8745]) [@cfillion] - Tables: fixed
TableGetRowIndex()
which never correctly worked when using a clipper (it exists for consistency but is almost never used, as it is often more convenient to use index in caller-code, whereasTableGetRowIndex()
includes header rows). - Tables: fixed imgui_internal.h's
TableGetHoveredRow()
the same way. (#7350, [#6588], [#6250]) - Tabs: added new fitting policy
ImGuiTabBarFlags_FittingPolicyMixed
and made it the default. This policy shrink tab width down to a given amount, and then beyond that it enable scrolling buttons. (#3421, [#8800]) - Tabs: added
style.TabMinWidthShrink
,ImGuiStyleVar_TabMinWidthShrink
to control the width to shrink to inImGuiTabBarFlags_FittingPolicyMixed
mode. (#3421, [#8800]). - Tabs: when scrolling is enabled, track selected tabs when resizing down parent container. This does not prevent to horizontally scroll it out of view during normal operations. (#3421, [#8800])
- Tabs: added
style.TabMinWidthBase
,ImGuiStyleVar_TabMinWidthBase
to control the base minimum width of a tab (default to 1.0f). This is the size before any potential shrinking is applied. - Tabs: fixed tab bar underline not drawing below scroll buttons, when they are enabled (minor regression from 1.90). (#6820, [#4859], [#5022], [#5239])
- Tabs: made scrolling buttons never keyboard/gamepad navigation candidates.
- Nav, Tables: fixed navigation within scrolling tables when item boundaries goes beyond columns limits. The fix done in 1.89.6 didn't work correctly on scrolling windows. (#8816, [#2221])
- Nav: fixed a bug where
ImGuiKey_NavGamepadMenu
(==ImGuiKey_GamepadFaceLeft
) button couldn't toggle between main and menu layers while navigating a Modal window. (#8834) - Error Handling: minor improvements to error handling for
TableGetSortSpecs()
andTableSetBgColor()
calls. (#1651, [#8499]) - Misc: fixed building with
IMGUI_DISABLE_DEBUG_TOOLS
only. (#8796) - Misc: fixed building with
IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
since 1.92.0. (#8794) - Misc: removed more redundant inline static linkage from imgui_internal.h to facilitate using in C++ modules. (#8813, [#8682], [#8358]) [@stripe2933]
- Misc: ImVector: skip
memcpy()
inoperator=
ifData
isn't initialized in order to play nice with-fsanitize=undefined
. (#8874) [@i25e] - CI: Added SDL3 builds to MacOS and Windows. (#8819, [#8778]) [@scribam]
- CI: Updated Windows CI to use a more recent SDL2. (#8819, [#8778]) [@scribam]
- Examples: SDL3+Metal: added SDL3+Metal example. (#8827, [#8825]) [@shi-yan]
- Examples: SDL3+SDL_GPU: use
SDL_WaitAndAcquireGPUSwapchainTexture()
instead ofSDL_AcquireGPUSwapchainTexture()
. (#8830) [@itsdanott] - Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_VSYNC present mode.
- Backends: OpenGL3: add and call embedded loader shutdown in
ImGui_ImplOpenGL3_Shutdown()
to facilitate multiple init/shutdown cycles in same process. (#8792) [@tim-rex] - Backends: OpenGL2, OpenGL3: set
GL_UNPACK_ALIGNMENT
to 1 before updating textures. (#8802) [@Daandelange] - Backends: SDL_GPU3: expose current
SDL_GPUSampler*
in theImGui_ImplSDLGPU3_RenderState
struct. (#8866, [#8163], [#7998], [#7988]) - Backends: Vulkan: Fixed texture update corruption introduced in 1.92.0, affecting some drivers/setups. (#8801, [#8755], [#8840]) [@Retro52, @Miolith]
- Backends: Vulkan: Avoid calling
vkCmdBindDescriptorSets()
when texture has not changed. (#8666) [@micb25]
Changes from 1.92.1 to 1.92.2 specific to the Docking+Multi-Viewports branch:
- Windows, Viewport: fixed an issue where interrupting a viewport move with e.g. a
ClearActiveID()
call would leave the dragged viewport with the normally temporaryImGuiViewportFlags_NoInputs
flag, preventing further interactions with the viewport. (#5324) (thanks @mdelaharpe) - Viewports: added
io.ConfigViewportPlatformFocusSetsImGuiFocus
to opt-out of focusing imgui windows When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar). In principle this is better enabled but we provide an opt-out because some Linux window managers tend to eagerly focus windows (on e.g. mouse hover, or even on a simple window pos/size change). (#6299, [#6462])
Gallery
@JCox06: "Recently I have been working on a molecular editor with the main user interface written in Dear ImGui. Thanks"
@tksuoran "screenshot of erhe"
"I am updating erhe to latest ImGui and the new font stuff feels very, very nice."
https://github.com/user-attachments/assets/f471d3ff-1e13-40a4-b253-4ab8c1cb99ff
@Fewnity: "PlayStation Portable, PlayStation Vita and PlayStation 3 game engine with an editor similar to Unity." https://github.com/Fewnity/Xenity-Engine
Vulkan glTF Viewer "Blazingly fast1 Vulkan glTF viewer." by @stripe2933 https://github.com/stripe2933/vk-gltf-viewer
@arran-nz: "Hazard Pay, under active development, by Smitner Studio"
@CodyNinja1: "Twinkie, an open-source game modification for TrackMania Forever (2008), with Lua scripting functionality coming soon."
@nealmick "I am building a text editor IDE app, it has tree sitter syntax highlighting, LSP Integration, Multi Cursor Support, and cool GL shader effects. It also includes a terminal emulator. the app has standalone version and embedded version. check it here Ned"
https://github.com/user-attachments/assets/b69da3d7-7cc9-4f2c-a4fe-a8b8f70e3799
https://github.com/user-attachments/assets/584ea590-ad67-4104-9982-40be18957af5
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.
❤️ Previous 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.