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Demo: Rework Clipping section. Fix for static analysis. Added bindings in Readme.
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@ -68,9 +68,10 @@ Other Changes:
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by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen]
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- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate
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an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
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- Demo: Improve "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu.
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- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu.
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Also showcase using InvisibleButton() will multiple mouse buttons flags.
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- Demo: Tweak "Child Windows" section.
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- Demo: Improved "Layout & Scrolling" -> "Clipping" section.
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- Demo: Improved "Layout & Scrolling" -> "Child Windows" section.
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- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.
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- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
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@ -113,8 +113,8 @@ Officially maintained bindings (in repository):
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- Frameworks: Emscripten, Allegro5, Marmalade.
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Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
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- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
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- Languages: C, C# and: Beef, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
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- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
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Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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@ -393,6 +393,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h)
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- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038)
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- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
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- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
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