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Misc comments improvements
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@ -85,9 +85,9 @@ Result:
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### How it works
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Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
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Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
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_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
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@ -99,12 +99,12 @@ Demo Binaries
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You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
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- [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables)
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The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
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The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
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Bindings
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--------
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
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_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
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@ -153,9 +153,9 @@ For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Binding
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Roadmap
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-------
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Some of the goals for 2018-2019 are:
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- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109))
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- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542))
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- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
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- Make Columns better. (they are currently pretty terrible!)
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- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
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@ -305,7 +305,7 @@ If your company uses dear imgui, please consider financial support (e.g. sponsor
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- Blizzard Entertainment.
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**Double-chocolate sponsors**
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- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Friendly Shade.
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- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner.
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**Salty caramel supporters**
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- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts.
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74
imgui.cpp
74
imgui.cpp
@ -129,13 +129,15 @@ CODE
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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! The UI can be highly dynamic, there are no construction
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or destruction steps, less data retention on your side, less state duplication, less state synchronization, less bugs.
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or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
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- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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- You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
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- You can learn about immediate-mode GUI principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
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See README.md for more links describing the IMGUI paradigm. Dear ImGui is an implementation of the IMGUI paradigm.
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
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- Or maintain your own branch where you have imconfig.h modified.
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- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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@ -144,24 +146,24 @@ CODE
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- Run and study the examples and demo to get acquainted with the library.
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- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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- Add the Dear ImGui source files to your projects or using your preferred build system.
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It is recommended you build the .cpp files as part of your project and not as a library.
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- You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
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- You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder.
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It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL).
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- You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating imgui types with your own maths types.
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- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function 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"
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phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render().
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- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
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- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
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HOW A SIMPLE APPLICATION MAY LOOK LIKE
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EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder)
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// Application init: create a dear imgui context, setup some options, load fonts
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls
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// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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// TODO: Fill optional fields of the io structure later.
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// TODO: Load TTF/OTF fonts if you don't want to use the default font.
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@ -191,13 +193,13 @@ CODE
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
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HOW A SIMPLE APPLICATION MAY LOOK LIKE
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EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
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// Application init: create a dear imgui context, setup some options, load fonts
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls
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// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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// TODO: Fill optional fields of the io structure later.
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// TODO: Load TTF/OTF fonts if you don't want to use the default font.
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@ -246,7 +248,7 @@ CODE
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// Shutdown
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ImGui::DestroyContext();
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THIS HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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void void MyImGuiRenderFunction(ImDrawData* draw_data)
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{
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@ -268,22 +270,22 @@ CODE
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else
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{
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// The texture for the draw call is specified by pcmd->TextureId.
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// The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture(pcmd->TextureId);
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// The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture((MyTexture*)pcmd->TextureId);
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// We are using scissoring to clip some objects. All low-level graphics API should supports it.
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// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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// (some elements visible outside their bounds) but you can fix that once everywhere else works!
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// (some elements visible outside their bounds) but you can fix that once everything else works!
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// - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
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// In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
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// However, in the interest of supporting multi-viewport applications in the future, always subtract draw_data->DisplayPos from
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// clipping bounds to convert them to your viewport space.
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// However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github),
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// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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ImVec2 pos = draw_data->DisplayPos;
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MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
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// Render 'pcmd->ElemCount/3' indexed triangles.
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// By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits if your engine doesn't support 16-bits indices.
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// By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices.
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MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
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}
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idx_buffer += pcmd->ElemCount;
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@ -291,15 +293,16 @@ CODE
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}
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}
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- The examples/ folders contains many functional implementation of the pseudo-code above.
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- The examples/ folders contains many actual implementation of the pseudo-codes above.
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- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
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They tell you if ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the rest of your application.
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In both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags.
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- Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues!
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They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs
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from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information.
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- Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues!
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USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
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- The gamepad/keyboard navigation is fairly functional and keeps being improved.
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- Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse!
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- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- Gamepad:
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@ -524,7 +527,7 @@ CODE
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- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
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- 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 OS).
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Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false.
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This is because imgui needs to detect that you clicked in the void to unfocus its windows.
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This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
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Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
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It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
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Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
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@ -536,7 +539,7 @@ CODE
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Q: How can I display an image? What is ImTextureID, how does it works?
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A: Short explanation:
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- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
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- Actual textures are identified in a way that is up to the user/engine.
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- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
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- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
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Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
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@ -661,7 +664,7 @@ CODE
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- If you want to completely hide the label, but still need an ID:
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label!
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
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- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
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you to animate labels. For example you may want to include varying information in a window title bar,
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@ -671,7 +674,7 @@ CODE
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Button("World###ID"; // Label = "World", ID = hash of (..., "ID") // Same as above, even though the label looks different
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sprintf(buf, "My game (%f FPS)###MyGame", fps);
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Begin(buf); // Variable label, ID = hash of "MyGame"
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Begin(buf); // Variable title, ID = hash of "MyGame"
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- Solving ID conflict in a more general manner:
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Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
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io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
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(default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code)
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Default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code.
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(Read the 'misc/fonts/README.txt' file for more details about font loading.)
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New programmers: remember that in C/C++ and most programming languages if you want to use a
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backslash \ within a string literal, you need to write it double backslash "\\":
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@ -748,12 +752,12 @@ CODE
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Q: How can I easily use icons in my application?
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A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
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main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?'
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and the file 'misc/fonts/README.txt' for instructions and useful header files.
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main font. Then you can refer to icons within your strings.
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(Read the 'misc/fonts/README.txt' file for more details about icons font loading.)
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Q: How can I load multiple fonts?
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A: Use the font atlas to pack them into a single texture:
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(Read misc/fonts/README.txt and the code in ImFontAtlas for more details.)
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(Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.)
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ImGuiIO& io = ImGui::GetIO();
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ImFont* font0 = io.Fonts->AddFontDefault();
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@ -772,7 +776,7 @@ CODE
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io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
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// Combine multiple fonts into one (e.g. for icon fonts)
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ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
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static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
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ImFontConfig config;
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config.MergeMode = true;
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io.Fonts->AddFontDefault();
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@ -807,10 +811,12 @@ CODE
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the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
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Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
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A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
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A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags.
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(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
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Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
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- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData.
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData,
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and then call your rendered code with your own ImDrawList or ImDrawData data.
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Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
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A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
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@ -822,7 +828,7 @@ CODE
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Q: How can I help?
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A: - If you are experienced with Dear ImGui and C++, look at the github issues, or docs/TODO.txt and see how you want/can help!
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- Convince your company to fund development time! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
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- Convince your company to sponsor/fund development! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
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- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
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You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers.
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But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
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@ -961,7 +967,7 @@ extern void ImGuiTestEngineHook_ItemAdd(const ImRect& bb, ImGuiID id
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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//-----------------------------------------------------------------------------
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// Current context pointer. Implicitly used by all ImGui functions. Always assumed to be != NULL.
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// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
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// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
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// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file.
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// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can:
|
||||
|
2
imgui.h
2
imgui.h
@ -489,7 +489,7 @@ namespace ImGui
|
||||
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
|
||||
|
||||
// Columns
|
||||
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
|
||||
// You can also use SameLine(pos_x) for simplified columns. The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||
IMGUI_API int GetColumnIndex(); // get current column index
|
||||
|
Loading…
Reference in New Issue
Block a user