Dear ImGui 1.91.7 💾

Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies). Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this g

minor bugfix: Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.7 Breaking changes: TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth for consistency with other names. Kept redirection enum (will obsolete).. Other changes: with IsItemDeactivated() and IsItemDeactivatedAfterEdit() not emitting a reliable signal when an item is deactivated externally: e.g. via an explicit clear of focus, clear of active id, opening of modal etc. It used to work when the interruption happened in the frame before the active item as submitted, but not after. It should work in both cases now. - While this is not specific to a certain widgets, typically it would mostly be noticeable on InputText() because it keeps ActiveId for a longer time while allowing other interaction to happen. Error Handling: recovering from within a table that created a child window, and from nested child windows.. Error Handling: Turned common EndTable() and other TableXXX functions fail cases into a recoverable error.. Error Handling: Basic error handling options in Demo- Tools- DeOptions.. InputText: a where character replacements performed from a callback were not applied when pasting from clipboard.. InputText: when activating a ReadOnly field when the underlying value is being modified.. InputText: Added sanity check to detect some cases of passing a non zero-terminated input buffer. InputText: not calling CallbackEdit on revert/clear with Escape key, although IsItemEdited() was behaving correctly.. Tables: TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates (left of primary monitor, with multi-viewports enabled). Tables, MultiSelect: an where column width may be mismeasured when calling BeginMultiSelect() while inside a table.. TreeNode, Tables: Added ImGuiTreeNodeFlags_LabelSpanAllColumns to make the label (not only the highlight/frame) also spans

MITL game ui gui api gamedev library framework game-engine game-development toolkit cpp c


MediaEditor 0.9.9

Support complete timeline editing functions, including move, crop, cut, thumbnail preview, scale and delete. Support more flexible and easily blueprint system. Blueprint is represented in the form of nodes, which can handle complex functions through nodes and flows. Support about 45+ built-in media filters and 70+ built-in media transitions. Support about 10 video and audio analysis tools. Support multiple audio and video codecs, including ProRes, H.264, H.265, VP9, etc. Support import and edit