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@@ -56,7 +56,8 @@ Other Changes:
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- Backends:
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- Vulkan: helper for creating a swapchain (used by examples and multi-viewports)
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selects `VkSwapchainCreateInfoKHR`'s `compositeAlpha` value based on
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`cap.supportedCompositeAlpha`. (#8784) [@FelixStach]
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`cap.supportedCompositeAlpha`, which seems to be required on some Android
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devices. (#8784) [@FelixStach]
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-----------------------------------------------------------------------
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@@ -39,10 +39,12 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
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### Usage
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**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
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**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
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**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
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C++20 users wishing to use a module may the use [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
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See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
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After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
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@@ -4328,7 +4328,7 @@ void ImGui::Initialize()
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g.Viewports.push_back(viewport);
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g.TempBuffer.resize(1024 * 3 + 1, 0);
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// Build KeysMayBeCharInput[] lookup table (1 bool per named key)
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// Build KeysMayBeCharInput[] lookup table (1 bit per named key)
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for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
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if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9)
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|| key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period
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