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Update README.md
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@ -6,7 +6,7 @@ dear imgui
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<sub>(This library is available under a free and permissive licence, 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. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)</sub>
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Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
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<br> _E-mail: omarcornut at gmail dot com_
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<br> _E-mail: contact @ dearimgui dot org_
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Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
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<br> [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui)
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@ -51,9 +51,7 @@ Code:
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```cp
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ImGui::Text("Hello, world %d", 123);
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if (ImGui::Button("Save"))
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{
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// do stuff
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}
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MySaveFunction();
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ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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```
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@ -99,7 +97,7 @@ Dear ImGui allows you **create elaborate tools** as well as very short-lived one
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### How it works
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Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Check out the [References](#references) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
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@ -107,23 +105,25 @@ _A common misunderstanding is to mistake immediate mode gui for immediate mode r
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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.
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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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![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
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You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
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- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP built 2019/07/15, master branch, 5 executables)
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- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP, built 2019/07/15, master branch, 5 executables)
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The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
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The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()`.
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### Integration
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
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On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so.
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_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the FAQ, comments, and one of the examples/ application!**
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Languages: (third-party bindings)
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- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
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_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users!). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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Languages:
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- C: [cimgui](https://github.com/cimgui/cimgui) (auto-generated! **you can use its json output to generate bindings for other languages**)
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- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
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- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
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- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
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@ -139,7 +139,7 @@ Languages: (third-party bindings)
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- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
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- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
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- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
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- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
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- Swift: [swift-imgui](https://github.com/mnmly/Swift-imgui)
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Frameworks:
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- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
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@ -266,7 +266,7 @@ You can alter the look of the interface to some degree: changing colors, sizes,
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**Why using C++ (as opposed to C)?**
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Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
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Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
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There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
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@ -285,7 +285,7 @@ How to help
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Your contributions are keeping this project alive. The library is available under a free and permissive licence, 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. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you!
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Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
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<br> _E-mail: omarcornut at gmail dot com_
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<br> _E-mail: contact @ dearimgui dot org_
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Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
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<br> [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui)
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@ -316,13 +316,13 @@ And all other past and present supporters; THANK YOU!
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Credits
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-------
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Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
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Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (Vita).
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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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Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
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Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
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Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
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Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
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