![]() But this is just what the library user sees, what happens under the hood is very different (e.g. From the user's point of view, control flow is entirely sequential, the UI is described and input events are processed in the same linear control flow context. PUREBASIC WINDOW CURSOR POSITION CODEThe user code doesn't need to keep "widget handles" around, and there is no "event handler code" that is called asynchronously. Dear ImGui does persist UI state between frames, the "immediate mode" term only describes how the API looks like to the user, not how the library behind the API is implemented. This isn't quite correct, at least for the library internals. > There's no need to persist any object or structure because Note that C bindings (cimgui) are auto-generated, you can use its json/lua output to generate bindings for other languages. Languages: C, C# and: Beef, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift.įrameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenG元, 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. Third-party bindings (see Bindings page): Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenG元/ES/ES2 (modern), Vulkan, Metal.įrameworks: Emscripten, Allegro5, Marmalade. ![]() Officially maintained bindings (in repository): From the github page - EDIT: Read the bindings / frameworks page too, It's still c++ like. ![]()
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