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authorKonAki <konaki@anokonaki.org>2026-10-17 22:39:32 +0800
committerKonAki <konaki@anokonaki.org>2026-10-17 22:39:32 +0800
commitfb506298e3ab06a483dcb25cd8cd3f290b17d847 (patch)
tree288eb4e1ceae0833d478fe5da033c21ce3aababb
parent4ff1c336141cd6c8754f2993d49ed519fb88f54f (diff)
readme: konui widgets
-rw-r--r--README.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/README.md b/README.md
index aaa6682..537bcb0 100644
--- a/README.md
+++ b/README.md
@@ -60,7 +60,7 @@ The engine modules are a `.h` and a `.c` pair, they depend on each other a bit,
| rmdata | the database of an RPG Maker game as const data: classes, actors, items, weapons, armor, enemies and troops, how an enemy picks what to do, when a battle event page runs (adds party) |
| sound | RPG Maker style audio channels: BGM, BGS, ME and SE, fades, a saved BGM, loop points (adds audio) |
| model | glTF models and animation, converted to my own `.kmdl` format |
-| ui | immediate mode ui |
+| ui | immediate mode ui: panels, scroll areas, menu bar, tabs, tree nodes, text input |
| debug | developer console and asset view |
The 3D part of konsofren (cameras, triangles, meshes, billboards, fog) is only compiled when a module that draws in 3D is picked, so a 2D game does not carry it. Using konsofren.h on its own, define `KONSOFREN_3D` before including it.