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Merge branch 'master' into viewport
# Conflicts: # imgui.cpp # imgui.h
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@ -58,9 +58,13 @@ Other Changes:
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it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-end do.
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- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. Still is ignored by window with no title bars (often popups).
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This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
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- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
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in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
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- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
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- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value
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which is the same as the title bar height.
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- Demo: "Simple Layout" and "Style Editor" are now using tabs.
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- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
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- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file
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to ease integration.
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@ -1,4 +1,4 @@
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dear imgui,
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dear imgui
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=====
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[](https://travis-ci.org/ocornut/imgui)
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[](https://scan.coverity.com/projects/4720)
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@ -6,12 +6,12 @@ dear imgui,
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_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_
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Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
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<br> [](http://www.patreon.com/imgui)
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<br> [](http://www.patreon.com/imgui)
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Individuals/hobbyists: support continued maintenance and development via PayPal:
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<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
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Businesses: support continued maintenance and development via support contracts or sponsoring a few weeks/months of development:
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Businesses: support continued maintenance and development via support contracts or sponsoring:
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<br> _E-mail: omarcornut at gmail dot com_
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Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
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@ -177,33 +177,17 @@ User screenshots:
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<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
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<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
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Various tools
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Custom engine
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[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
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Custom engine
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[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
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Demo window
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[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
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Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
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Code:
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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```
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```cpp
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ImGui::Text(u8"こんにちは!テスト %d", 123);
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if (ImGui::Button(u8"ロード"))
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{
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// do stuff
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}
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ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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```
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Result:
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<br>
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<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
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[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
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References
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----------
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@ -246,7 +230,7 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue
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See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) pages for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can!
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**Why the odd dual naming, "dear imgui" vs "ImGui"?**
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**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
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The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
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@ -257,22 +241,15 @@ The library started its life and is best known as "ImGui" only due to the fact t
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<br>**How can I load a different font than the default?**
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<br>**How can I easily use icons in my application?**
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<br>**How can I load multiple fonts?**
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<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?**
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<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
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<br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
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<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
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<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
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<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
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<br>**How can I help?**
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See the FAQ in imgui.cpp for answers.
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**How do you use Dear ImGui on a platform that may not have a mouse or keyboard?**
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You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
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You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
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For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
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**Can you create elaborate/serious tools with Dear ImGui?**
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Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
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@ -303,15 +280,15 @@ Support dear imgui
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**How can I help financing further development of Dear ImGui?**
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Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
|
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Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
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Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
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<br> [](http://www.patreon.com/imgui)
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<br> [](http://www.patreon.com/imgui)
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Individuals/hobbyists: support continued maintenance and development via PayPal:
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<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
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Businesses: support continued maintenance and development via support contracts or sponsoring a few weeks/months of development:
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Businesses: support continued maintenance and development via support contracts or sponsoring:
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<br> _E-mail: omarcornut at gmail dot com_
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Ongoing dear imgui development is financially supported by users and private sponsors (past and present):
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@ -336,7 +313,7 @@ Credits
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Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
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I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
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I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
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Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
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@ -30,6 +30,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
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- window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
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- window: investigate better auto-positioning for new windows.
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- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
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- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
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- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
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- scrolling/style: shadows on scrollable areas to denote that there is more contents
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