Comments, FAQ entry (#586, #1105)

docking
omar 7 years ago
parent 55b99d753c
commit 43e2abbee3

@ -144,11 +144,12 @@ The library started its life and is best known as "ImGui" only due to the fact t
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b> <br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b> <br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b> <br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b> <br><b>How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b> <br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</b> <br><b>How can I easily use icons in my application?</b>
<br><b>How can I load multiple fonts?</b> <br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b> <br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b> <br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
See the FAQ in imgui.cpp for answers. See the FAQ in imgui.cpp for answers.

@ -26,11 +26,12 @@
- I integrated ImGui in my engine and the text or lines are blurry.. - I integrated ImGui in my engine and the text or lines are blurry..
- I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..
- How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs. - How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.
- How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? - How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?
- How can I load a different font than the default? - How can I load a different font than the default?
- How can I easily use icons in my application? - How can I easily use icons in my application?
- How can I load multiple fonts? - How can I load multiple fonts?
- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
- How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)
- How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
- ISSUES & TODO-LIST - ISSUES & TODO-LIST
- CODE - CODE
@ -405,7 +406,7 @@
e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change. e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense! e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? Q: How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?
A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure. A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure.
- When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application. - When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console without a keyboard). - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console without a keyboard).
@ -466,9 +467,13 @@
As for text input, depends on you passing the right character code to io.AddInputCharacter(). The example applications do that. As for text input, depends on you passing the right character code to io.AddInputCharacter(). The example applications do that.
Q: How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)
A: Create your own context 'ctx = CreateContext()' + 'SetCurrentContext(ctx)' and your own font atlas 'ctx->GetIO().Fonts = new ImFontAtlas()' so you don't rely on the default globals.
Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha, A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha,
then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
You can also perfectly create a standalone ImDrawList instance _but_ you need ImGui to be initialized because ImDrawList pulls from ImGui data to retrieve the coordinates of the white pixel.
- tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code. - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug" - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
@ -740,12 +745,13 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
// Context // Context
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Default font atlas storage . // Default font atlas storage.
// New contexts always point by default to this font atlas. It can be changed by reassigning the GetIO().Fonts variable. // New contexts always point by default to this font atlas. It can be changed by reassigning the GetIO().Fonts variable.
static ImFontAtlas GImDefaultFontAtlas; static ImFontAtlas GImDefaultFontAtlas;
// Default context storage + current context pointer. // Default context storage + current context pointer.
// Implicitely used by all ImGui functions. Always assumed to be != NULL. Change to a different context by calling ImGui::SetCurrentContext() // Implicitely used by all ImGui functions. Always assumed to be != NULL. Change to a different context by calling ImGui::SetCurrentContext()
// If you are hot-reloading this code in a DLL you will lose the static/global variables. Create your own context+font atlas instead of relying on those default (see FAQ entry "How can I preserve my ImGui context across reloading a DLL?").
// ImGui is currently not thread-safe because of this variable. If you want thread-safety to allow N threads to access N different contexts, you might work around it by: // ImGui is currently not thread-safe because of this variable. If you want thread-safety to allow N threads to access N different contexts, you might work around it by:
// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts) // - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)
// - or: Changing this variable to be TLS. You may #define GImGui in imconfig.h for further custom hackery. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 // - or: Changing this variable to be TLS. You may #define GImGui in imconfig.h for further custom hackery. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586

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