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+ Update readme and mission statement.
Removed "Minimize screen reel-estate usage", removed details on memory consumption (still very valid, just too much noise in a mission statement)
Copy file name to clipboardexpand all lines: docs/README.md
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<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
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Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
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Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
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Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
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Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
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----
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Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
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|[Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration)|
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_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
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### Releases
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See [Releases](https://github.com/ocornut/imgui/releases) page.
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### Demo
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Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
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**How can I help financing further development of Dear ImGui?**
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Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out for invoiced technical support and maintenance contracts. Thank you!
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Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
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<br> _E-mail: contact @ dearimgui.com_
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Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
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See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
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Sponsors
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--------
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Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen).
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A large portion of work on automation systems, regression tests and other features are currently unpublished.
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"I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
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Omar: "I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
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Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Copy file name to clipboardexpand all lines: imgui.cpp
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// dear imgui, v1.79 WIP
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// dear imgui, v1.79
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// (main code and documentation)
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// Help:
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- Easy to use to create code-driven and data-driven tools.
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- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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- Easy to hack and improve.
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- Minimize screen real-estate usage.
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- Minimize setup and maintenance.
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- Minimize state storage on user side.
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- Portable, minimize dependencies, run on target (consoles, phones, etc.).
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- Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,.
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opening a tree node for the first time, etc. but a typical frame should not allocate anything).
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- Efficient runtime and memory consumption.
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Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
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Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
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- Doesn't look fancy, doesn't animate.
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- Limited layout features, intricate layouts are typically crafted in code.
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- 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
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- 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
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- 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
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- 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. It was also getting in the way of better font scaling, so let's get rid of it now!
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- 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
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- 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
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replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
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worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
Copy file name to clipboardexpand all lines: imgui.h
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// dear imgui, v1.79 WIP
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// dear imgui, v1.79
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// (headers)
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// Help:
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// Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
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