2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forum](https://discourse.dearimgui.org/c/getting-started).
2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
@ -155,7 +155,7 @@ See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, a
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm.
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org).
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org).
Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
@ -176,7 +176,7 @@ How to help
**How can I help?**
- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
- You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project.
// (minor and older changes stripped away, please see git history for details)
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
io.BackendFlags|=ImGuiBackendFlags_RendererHasVtxOffset;// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
io.BackendFlags|=ImGuiBackendFlags_RendererHasViewports;// We can create multi-viewports on the Renderer side (optional)
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
// Store GLSL version string so we can refer to it later in case we recreate shaders.
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
// *Fallback* manual-scroll with Nav directional keys when window has no navigable item
ImGuiWindow*window=g.NavWindow;
constfloatscroll_speed=ImFloor(window->CalcFontSize()*100*g.IO.DeltaTime+0.5f);// We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
constfloatscroll_speed=IM_ROUND(window->CalcFontSize()*100*g.IO.DeltaTime);// We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
// It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position
sv_cursor_pos.x=ImClamp(IM_FLOOR(picker_pos.x+ImSaturate(S)*sv_picker_size+0.5f),picker_pos.x+2,picker_pos.x+sv_picker_size-2);// Sneakily prevent the circle to stick out too much
sv_cursor_pos.x=ImClamp(IM_ROUND(picker_pos.x+ImSaturate(S)*sv_picker_size),picker_pos.x+2,picker_pos.x+sv_picker_size-2);// Sneakily prevent the circle to stick out too much
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.