updated readme

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vurtun 2015-12-01 10:50:12 +01:00
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@ -49,8 +49,8 @@ draw the GUI.
## Example
```c
enum {EASY, HARD};
zr_size option = EASY;
zr_float value = 0.6f;
int option = EASY;
float value = 0.6f;
struct zr_context context;
zr_begin(&context, &window, "Show");
@ -101,60 +101,3 @@ and shows how to do window tiling. The node editor on the other hand is probably
interesting of the two since it shows how far you can bend this library to your
specific problem on hand.
### Concept
The most important question of course is what are immediate mode graphics user interfaces and
what properties, advantages and disadvantages do they have in contrast to classic retain mode
graphical user interfaces.
Before explaining what immediate mode stands for I think it is best to first define what it is not.
First of immediate mode GUIs have NOTHING to do with immediate mode rendering. These are totally
different things and this library does not need immediate mode rendering to draw. You could
use immediate mode rendering to draw the UI but it is not required or the fastest
drawing method.
Second immediate mode GUIs has nothing to do with procedul programming. This library
uses procedual programming but mainly because I use ANSI C.
So while I spend some time explaining what imguis are not the question of course is then what
immediate mode GUIs are. The core difference is the different approach on how window content
and drawing is handled.
Classic GUIs use an even based system while only drawing and updating
the UI if necessary. The results relies heavyly on callbacks and other even more complex control
flow constructs like lamdas to react to changes in the UI. Additionally most state is stored
inside datastructures inside the library and UI changes consist of accessing these by removing,
moving, copying and inserting widgets which is often cumbersome and an annoyance at best.
Biggest upside is the control of the library to control the UI and make things easy for users
because everything is stored and basically a copied state of the application
inside the library. Finally not so much a problem of retain mode GUIs in itself but more
a problem of existing library is that they all follow a layered API approach which
dictates everything from OS window + input handling up to drawing backends, which basically
makes them hard to embed into applications.
Immediate mode graphical user interfaces on the other hand are based on frame based polling
on UI updates. This generally results in a design that requires almost no state inside the library
and transfers a lot of control back to the user. On the other hand it is more resource intensive
to update and draw the UI each frame. While definitly worrying in theory in praxis it is not an
issue with todays hardware. Especially if you are able to modify your application to only update
the GUI if a change of state inside the application requires it like for example user input changes.
Inherintly both approaches have their up and downsides and uses cases but for the user it often
comes down of which data you prefer to create the UI out of. Classical GUIs often takes a
data-driven approach of reading the UI from a file. Immediate mode GUIs on the hand are
code-based UIs which generally makes them easier to use but are bound to the written code.
### Overview
After it is hopefully clear what immediate mode graphical user interfaces are
the question is where does zahnrad fit into this. Zahnrad in addition of being an IMGUI,
leaves a lot of control in the hand of the user by using a modular approach instead of classical
layering and stores as little state as possible in the library. To extend the challenge even more
I decided to have no dependencies in the library and don't rely on global or hidden state.
The result is a more complex API with a bigger number of user controlled parts then otherwise
relying on global state but I believe the additional freedom is worth it.
The concept of zahnrad is best understood by looking at the library as a moduluar component
which requires input in form of user input, style configuration, font and widgets state
and output consisting of draw commands and updated widget state.
In general I would divided the library roughly into memory management,
font handling, style configuration, user input handling, draw command output, windows,
widget layouting and widgets. I will describe each part and its connection in the library
but if you want a more detailed explaination please look inside the header.