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Copy file name to clipboardExpand all lines: docs/README.md
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@@ -110,7 +110,7 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
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Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](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. If you don't, let us 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-20240105.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20240105.zip) (Windows, 1.90.1 WIP, built 2024/01/05, master) or [older binaries](https://www.dearimgui.com/binaries).
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-[imgui-demo-binaries-20241211.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20241211.zip) (Windows, 1.91.6, built 2024/11/11, master) or [older binaries](https://www.dearimgui.com/binaries).
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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 a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
Copy file name to clipboardExpand all lines: imgui.h
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// dear imgui, v1.91.6 WIP
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// dear imgui, v1.91.6
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// (headers)
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// Help:
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// Library Version
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// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
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#defineIMGUI_VERSION"1.91.6 WIP"
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#defineIMGUI_VERSION_NUM19154
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#defineIMGUI_VERSION"1.91.6"
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#defineIMGUI_VERSION_NUM19160
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#defineIMGUI_HAS_TABLE
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/*
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// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
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structImFont
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{
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// Members: Hot ~20/24 bytes (for CalcTextSize)
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//[Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
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ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
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float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
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float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
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// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
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//[Internal] Members: Hot ~28/40 bytes (for RenderText loop)
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ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
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ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
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const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
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// Members: Cold ~32/40 bytes
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//[Internal] Members: Cold ~32/40 bytes
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// Conceptually ConfigData[] is the list of font sources merged to create this font.
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ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
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const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData to ConfigDataCount instances
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short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
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ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
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ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering.
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short EllipsisCharCount; // 1 // out // 1 or 3
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ImWchar EllipsisChar; // 2-4 // out // = '...'/'.'// Character used for ellipsis rendering.
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ImWchar FallbackChar; // 2-4 // out // = FFFD/'?' // Character used if a glyph isn't found.
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float EllipsisWidth; // 4 // out // Width
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float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0
// Legacy API obsoleted in 1.89. Two differences with new ImageButton()
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// - old ImageButton() used ImTextureId as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID)
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// - old ImageButton() used ImTextureID as item id (created issue with multiple buttons with same image, transient texture id values, opaque computation of ID)
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// - new ImageButton() requires an explicit 'const char* str_id'
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// - old ImageButton() had frame_padding' override argument.
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// - new ImageButton() always use style.FramePadding.
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