ソースを参照

Backends: Comments.

ocornut 4 年 前
コミット
838c16533d

+ 2 - 1
backends/imgui_impl_allegro5.cpp

@@ -9,7 +9,8 @@
 //  [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
 //  [ ] Platform: Missing gamepad support.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_allegro5.h

@@ -9,7 +9,8 @@
 //  [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
 //  [ ] Platform: Missing gamepad support.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 4 - 3
backends/imgui_impl_android.cpp

@@ -11,9 +11,10 @@
 //  - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
 //  - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
 
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)

+ 4 - 3
backends/imgui_impl_android.h

@@ -11,9 +11,10 @@
 //  - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
 //  - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
 
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
 
 #pragma once
 

+ 2 - 1
backends/imgui_impl_dx10.cpp

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_dx10.h

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_dx11.cpp

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_dx11.h

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_dx12.cpp

@@ -9,7 +9,8 @@
 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
 // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_dx12.h

@@ -9,7 +9,8 @@
 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
 // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_dx9.cpp

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_dx9.h

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_glfw.cpp

@@ -9,7 +9,8 @@
 //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
 //  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_glfw.h

@@ -8,7 +8,8 @@
 //  [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
 //  [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_glut.cpp

@@ -11,7 +11,8 @@
 //  [ ] Platform: Missing clipboard support (not supported by Glut).
 //  [ ] Platform: Missing gamepad support.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_glut.h

@@ -11,7 +11,8 @@
 //  [ ] Platform: Missing clipboard support (not supported by Glut).
 //  [ ] Platform: Missing gamepad support.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_marmalade.cpp

@@ -6,7 +6,8 @@
 // Missing features:
 //  [ ] Renderer: Clipping rectangles are not honored.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_marmalade.h

@@ -4,7 +4,8 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_metal.h

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_metal.mm

@@ -5,7 +5,8 @@
 //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_opengl2.cpp

@@ -4,7 +4,8 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_opengl2.h

@@ -4,7 +4,8 @@
 // Implemented features:
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_opengl3.cpp

@@ -7,7 +7,8 @@
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_opengl3.h

@@ -7,7 +7,8 @@
 //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
 //  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_osx.h

@@ -8,7 +8,8 @@
 // Issues:
 //  [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_osx.mm

@@ -8,7 +8,8 @@
 // Issues:
 //  [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_sdl.cpp

@@ -11,7 +11,8 @@
 // Missing features:
 //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_sdl.h

@@ -10,7 +10,8 @@
 // Missing features:
 //  [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_vulkan.cpp

@@ -6,7 +6,8 @@
 // Missing features:
 //  [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_vulkan.h

@@ -6,7 +6,8 @@
 // Missing features:
 //  [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_wgpu.cpp

@@ -6,7 +6,8 @@
 //  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_wgpu.h

@@ -6,7 +6,8 @@
 //  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_win32.cpp

@@ -7,7 +7,8 @@
 //  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs
 

+ 2 - 1
backends/imgui_impl_win32.h

@@ -7,7 +7,8 @@
 //  [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
 //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
 
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 // Read online: https://github.com/ocornut/imgui/tree/master/docs