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@@ -16,6 +16,8 @@
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- MISSION STATEMENT
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- END-USER GUIDE
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- PROGRAMMER GUIDE (read me!)
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+ - Read first
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+ - Getting started with integrating imgui in your code/engine
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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- How can I help?
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@@ -50,22 +52,21 @@
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Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
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- doesn't look fancy, doesn't animate
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- limited layout features, intricate layouts are typically crafted in code
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- - occasionally uses statically sized buffers for string manipulations - won't crash, but some very long pieces of text may be clipped. functions like ImGui::TextUnformatted() don't have such restriction.
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END-USER GUIDE
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==============
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- - double-click title bar to collapse window
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- - click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin()
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- - click and drag on lower right corner to resize window
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- - click and drag on any empty space to move window
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- - double-click/double-tap on lower right corner grip to auto-fit to content
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+ - Double-click title bar to collapse window
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+ - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin()
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+ - Click and drag on lower right corner to resize window
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+ - Click and drag on any empty space to move window
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+ - Double-click/double-tap on lower right corner grip to auto-fit to content
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- TAB/SHIFT+TAB to cycle through keyboard editable fields
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- - use mouse wheel to scroll
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- - use CTRL+mouse wheel to zoom window contents (if IO.FontAllowScaling is true)
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+ - Use mouse wheel to scroll
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+ - Use CTRL+mouse wheel to zoom window contents (if io.FontAllowScaling is true)
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- CTRL+Click on a slider or drag box to input value as text
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- - text editor:
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+ - Text editor:
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- Hold SHIFT or use mouse to select text.
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- CTRL+Left/Right to word jump
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- CTRL+Shift+Left/Right to select words
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@@ -74,76 +75,80 @@
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- CTRL+Z,CTRL+Y to undo/redo
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- ESCAPE to revert text to its original value
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- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
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+ - Controls are automatically adjusted for OSX to match standard OSX text editing operations.
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PROGRAMMER GUIDE
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================
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- - read the FAQ below this section!
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- - your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
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- - call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
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- - see examples/ folder for standalone sample applications. Prefer reading examples/opengl2_example/ first as it is the simplest.
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- you may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
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- - customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
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-
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- - getting started:
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- - init: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the fields marked 'Settings'.
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- - init: call io.Fonts->GetTexDataAsRGBA32(...) and load the font texture pixels into graphics memory.
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- - every frame:
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- 1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
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- 2/ call ImGui::NewFrame() as early as you can!
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- 3/ use any ImGui function you want between NewFrame() and Render()
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- 4/ call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your RenderDrawListFn handler that you set in the IO structure.
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- (if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)
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- - all rendering information are stored into command-lists until ImGui::Render() is called.
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- - ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
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- - effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application.
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- - refer to the examples applications in the examples/ folder for instruction on how to setup your code.
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- - a typical application skeleton may be:
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-
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- // Application init
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- ImGuiIO& io = ImGui::GetIO();
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- io.DisplaySize.x = 1920.0f;
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- io.DisplaySize.y = 1280.0f;
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- io.IniFilename = "imgui.ini";
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- io.RenderDrawListsFn = my_render_function; // Setup a render function, or set to NULL and call GetDrawData() after Render() to access the render data.
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- // TODO: Fill others settings of the io structure
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-
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- // Load texture atlas
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- // There is a default font so you don't need to care about choosing a font yet
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- unsigned char* pixels;
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- int width, height;
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- io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
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- // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
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- // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
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-
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- // Application main loop
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- while (true)
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- {
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- // 1) get low-level inputs (e.g. on Win32, GetKeyboardState(), or poll your events, etc.)
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- // TODO: fill all fields of IO structure and call NewFrame
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- ImGuiIO& io = ImGui::GetIO();
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- io.DeltaTime = 1.0f/60.0f;
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- io.MousePos = mouse_pos;
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- io.MouseDown[0] = mouse_button_0;
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- io.MouseDown[1] = mouse_button_1;
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- io.KeysDown[i] = ...
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-
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- // 2) call NewFrame(), after this point you can use ImGui::* functions anytime
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- ImGui::NewFrame();
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-
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- // 3) most of your application code here
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- MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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- MyGameRender(); // may use any ImGui functions
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-
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- // 4) render & swap video buffers
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- ImGui::Render();
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- SwapBuffers();
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- }
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+ READ FIRST
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+
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+ - Read the FAQ below this section!
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+ - Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
|
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+ - Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
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+ - Customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
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+
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+ GETTING STARTED WITH INTEGRATING IMGUI IN YOUR CODE/ENGINE
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+
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+ - See examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first as it is the simplest.
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+ You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
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|
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+ - Init: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the fields marked 'Settings'.
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+ - Init: call io.Fonts->GetTexDataAsRGBA32(...) and load the font texture pixels into graphics memory.
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+ - Every frame:
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+ 1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
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+ 2/ call ImGui::NewFrame() as early as you can!
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+ 3/ use any ImGui function you want between NewFrame() and Render()
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+ 4/ call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your RenderDrawListFn handler that you set in the IO structure.
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+ (if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)
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|
|
+ - All rendering information are stored into command-lists until ImGui::Render() is called.
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|
|
+ - ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
|
|
|
+ - Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application.
|
|
|
+ - Refer to the examples applications in the examples/ folder for instruction on how to setup your code.
|
|
|
+ - A typical application skeleton may be:
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+
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+ // Application init
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+ ImGuiIO& io = ImGui::GetIO();
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+ io.DisplaySize.x = 1920.0f;
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+ io.DisplaySize.y = 1280.0f;
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+ io.IniFilename = "imgui.ini";
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+ io.RenderDrawListsFn = my_render_function; // Setup a render function, or set to NULL and call GetDrawData() after Render() to access the render data.
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+ // TODO: Fill others settings of the io structure
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+
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+ // Load texture atlas (there is a default font so you don't need to care about choosing a font yet)
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+ unsigned char* pixels;
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+ int width, height;
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+ io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
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+ // TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
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+ // TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
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+
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+ // Application main loop
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+ while (true)
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+ {
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+ // 1) get low-level inputs (e.g. on Win32, GetKeyboardState(), or poll your events, etc.)
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+ // TODO: fill all fields of IO structure and call NewFrame
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+ ImGuiIO& io = ImGui::GetIO();
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+ io.DeltaTime = 1.0f/60.0f;
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+ io.MousePos = mouse_pos;
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+ io.MouseDown[0] = mouse_button_0;
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+ io.MouseDown[1] = mouse_button_1;
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+ io.KeysDown[i] = ...
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+
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+ // 2) call NewFrame(), after this point you can use ImGui::* functions anytime
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+ ImGui::NewFrame();
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+
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+ // 3) most of your application code here
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+ MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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+ MyGameRender(); // may use any ImGui functions
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+
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+ // 4) render & swap video buffers
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+ ImGui::Render();
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+ SwapBuffers();
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+ }
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+
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+ - When calling NewFrame(), the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'io.WantTextInput' flags are updated.
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+ They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide
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+ mouse inputs from the rest of your application. Read the FAQ below for more information about those flags.
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- - When calling NewFrame(), the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'io.WantTextInput' flags are updated.
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- They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide
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- mouse inputs from the rest of your application. Read the FAQ below for more information about those flags.
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API BREAKING CHANGES
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@@ -272,7 +277,7 @@
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Q: How can I help?
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A: - If you are experienced enough with ImGui and with C/C++, look at the todo list and see how you want/can help!
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- - Become a Patron/donate. Convince your company to become a Patron or provide serious funding for development time.
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+ - Become a Patron/donate! Convince your company to become a Patron or provide serious funding for development time! See http://www.patreon.com/imgui
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Q: How do I update to a newer version of ImGui?
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A: Overwrite the following files:
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@@ -493,9 +498,9 @@
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- window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
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- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
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- draw-list: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
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-!- scrolling: allow immediately effective change of scroll if we haven't appended items yet
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+!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet
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- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
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- - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
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+ - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
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- widgets: clean up widgets internal toward exposing everything.
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- widgets: add disabled and read-only modes (#211)
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- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
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@@ -577,13 +582,14 @@
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- textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
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- settings: write more decent code to allow saving/loading new fields
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- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
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+ - stb: add defines to disable stb implementations
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- style: add window shadows.
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- style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
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- style: color-box not always square?
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- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
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- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
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- style: global scale setting.
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- - style: WindowPadding needs to be EVEN needs the 0.5 multiplier probably have a subtle effect on clip rectangle
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+ - style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
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- text: simple markup language for color change?
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- font: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
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- font: small opt: for monospace font (like the defalt one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance
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@@ -596,6 +602,7 @@
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- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
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- filters: set a current filter that tree node can automatically query to hide themselves
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- filters: handle wildcards (with implicit leading/trailing *), regexps
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+ - filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
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- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
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!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
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- keyboard: full keyboard navigation and focus. (#323)
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@@ -5336,7 +5343,7 @@ float ImGui::GetScrollY()
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float ImGui::GetScrollMaxX()
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{
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ImGuiWindow* window = GetCurrentWindowRead();
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- return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x) + 50);
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+ return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));
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}
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float ImGui::GetScrollMaxY()
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@@ -6479,6 +6486,7 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
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}
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// Create text input in place of a slider (when CTRL+Clicking on slider)
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+// FIXME: Logic is messy and confusing.
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bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision)
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{
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ImGuiContext& g = *GImGui;
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@@ -6492,9 +6500,8 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
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char buf[32];
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DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
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bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
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- if (g.ScalarAsInputTextId == 0)
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+ if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget
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{
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- // First frame
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IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)
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g.ScalarAsInputTextId = g.ActiveId;
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SetHoveredID(id);
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@@ -10410,6 +10417,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
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ImGui::Text("HoveredID: 0x%08X/0x%08X", g.HoveredId, g.HoveredIdPreviousFrame); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
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ImGui::Text("ActiveID: 0x%08X/0x%08X", g.ActiveId, g.ActiveIdPreviousFrame);
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+ ImGui::Text("ActiveIdWindow: '%s", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
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ImGui::TreePop();
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}
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}
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