diff options
| author | KonAki <konaki@anokonaki.org> | 2026-10-17 22:39:32 +0800 |
|---|---|---|
| committer | KonAki <konaki@anokonaki.org> | 2026-10-17 22:39:32 +0800 |
| commit | fb506298e3ab06a483dcb25cd8cd3f290b17d847 (patch) | |
| tree | 288eb4e1ceae0833d478fe5da033c21ce3aababb | |
| parent | 4ff1c336141cd6c8754f2993d49ed519fb88f54f (diff) | |
readme: konui widgets
| -rw-r--r-- | README.md | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -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. |
