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@ -8,8 +8,8 @@ Changes to backends are also included within the individual .cpp files of each b
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RELEASE NOTES: https://github.com/ocornut/imgui/releases
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REPORT ISSUES: https://github.com/ocornut/imgui/issues
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DISCUSS, ASK QUESTIONS: https://github.com/ocornut/imgui/discussions
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FAQ https://www.dearimgui.org/faq/
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WIKI https://github.com/ocornut/imgui/wiki
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FAQ https://www.dearimgui.com/faq/
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WHEN TO UPDATE?
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@ -804,7 +804,7 @@ Other Changes:
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- Added an assertion for the common user mistake of using "" as an identifier at the root level of a window
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instead of using "##something". Empty identifiers are valid and useful in a very small amount of cases,
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but 99.9% of the time if you need an empty label you should use "##something". (#1414, #2562, #2807, #4008,
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#4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS -> https://dearimgui.org/faq
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#4158, #4375, #4548, #4657, #4796). READ THE FAQ ABOUT HOW THE ID STACK WORKS -> https://dearimgui.com/faq
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- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
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(so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
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but it allows testing for triple clicks and more).
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@ -2007,7 +2007,7 @@ Other Changes:
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default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
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- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
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- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
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- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
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- Docs: Added permanent redirect from https://www.dearimgui.com/faq to FAQ page.
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- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
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- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
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- Metrics: Expose basic details of each window key/value state storage.
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@ -10,7 +10,7 @@ integrating Dear ImGui in your own application/game/engine.
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**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
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You can find Windows binaries for some of those example applications at:
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http://www.dearimgui.org/binaries
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http://www.dearimgui.com/binaries
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### Getting Started
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@ -74,7 +74,7 @@ ImGui::DestroyContext();
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Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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Please read the comments and instruction at the top of each file.
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Please read FAQ at http://www.dearimgui.org/faq
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Please read FAQ at http://www.dearimgui.com/faq
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If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
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@ -1,7 +1,7 @@
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# FAQ (Frequently Asked Questions)
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You may link to this document using short form:
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https://www.dearimgui.org/faq
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https://www.dearimgui.com/faq
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or its real address:
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https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
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or view this file with any Markdown viewer.
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@ -140,7 +140,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
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- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
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- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
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- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
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- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
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- See [Control Sheets for Gamepads](http://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
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- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
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##### [Return to Index](#index)
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@ -8,7 +8,7 @@ a 13 pixels high, pixel-perfect font used by default. We embed it in the source
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You may also load external .TTF/.OTF files.
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In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
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**Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
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**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
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## Index
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- [Readme First](#readme-first)
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@ -108,15 +108,15 @@ Reading the changelogs is a good way to keep up to date with the things Dear ImG
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Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
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You should be able to build the examples from sources. If you don't, let us 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-20220504.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20220504.zip) (Windows, 1.88 WIP, built 2022/05/04, master) or [older binaries](https://www.dearimgui.org/binaries).
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- [imgui-demo-binaries-20220504.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20220504.zip) (Windows, 1.88 WIP, built 2022/05/04, master) or [older binaries](https://www.dearimgui.com/binaries).
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The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.org/faq)).
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The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
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### Integration
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On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a 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 less than two hours to integrate Dear ImGui into your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and the examples applications!**
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a 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 less than two hours to integrate Dear ImGui into your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
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Officially maintained backends/bindings (in repository):
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
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@ -199,7 +199,7 @@ Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or ind
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Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine)).
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Sponsoring, support contracts and other B2B transactions are hosted and handled by [Lizardcube](https://www.lizardcube.com).
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Sponsoring, support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
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Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock 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 and improving it."
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24
imgui.cpp
24
imgui.cpp
@ -2,13 +2,13 @@
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// (main code and documentation)
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// Help:
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// - Read FAQ at http://dearimgui.org/faq
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// - Read FAQ at http://dearimgui.com/faq
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// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for details, links and comments.
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// Resources:
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// - FAQ http://dearimgui.org/faq
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// - FAQ http://dearimgui.com/faq
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// - Homepage & latest https://github.com/ocornut/imgui
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// - Releases & changelog https://github.com/ocornut/imgui/releases
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// - Gallery https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)
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@ -48,7 +48,7 @@ DOCUMENTATION
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- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
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- Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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@ -159,7 +159,7 @@ CODE
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- GAMEPAD CONTROLS
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- Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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- Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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- Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets
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- Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
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- Backend support: backend needs to:
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- Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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- For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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@ -783,7 +783,7 @@ CODE
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================================
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Read all answers online:
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https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
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https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
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Read all answers locally (with a text editor or ideally a Markdown viewer):
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docs/FAQ.md
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Some answers are copied down here to facilitate searching in code.
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@ -807,7 +807,7 @@ CODE
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Q: What is this library called?
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Q: Which version should I get?
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>> This library is called "Dear ImGui", please don't call it "ImGui" :)
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>> See https://www.dearimgui.org/faq for details.
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>> See https://www.dearimgui.com/faq for details.
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Q&A: Integration
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================
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@ -817,14 +817,14 @@ CODE
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Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
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A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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>> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.
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>> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
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Q. How can I enable keyboard controls?
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Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
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Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
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Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
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Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
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>> See https://www.dearimgui.org/faq
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>> See https://www.dearimgui.com/faq
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Q&A: Usage
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----------
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@ -838,7 +838,7 @@ CODE
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Q: How can I use my own math types instead of ImVec2/ImVec4?
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Q: How can I interact with standard C++ types (such as std::string and std::vector)?
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Q: How can I display custom shapes? (using low-level ImDrawList API)
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>> See https://www.dearimgui.org/faq
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>> See https://www.dearimgui.com/faq
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Q&A: Fonts, Text
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================
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@ -848,7 +848,7 @@ CODE
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Q: How can I easily use icons in my application?
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Q: How can I load multiple fonts?
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Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
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>> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
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>> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
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Q&A: Concerns
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=============
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@ -857,7 +857,7 @@ CODE
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Q: Can you create elaborate/serious tools with Dear ImGui?
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Q: Can you reskin the look of Dear ImGui?
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Q: Why using C++ (as opposed to C)?
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>> See https://www.dearimgui.org/faq
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>> See https://www.dearimgui.com/faq
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Q&A: Community
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==============
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@ -9308,7 +9308,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
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// [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
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// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
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// READ THE FAQ: https://dearimgui.org/faq
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// READ THE FAQ: https://dearimgui.com/faq
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IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
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}
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g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
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8
imgui.h
8
imgui.h
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// (headers)
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// Help:
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// - Read FAQ at http://dearimgui.org/faq
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// - Read FAQ at http://dearimgui.com/faq
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// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for details, links and comments.
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// Resources:
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// - FAQ http://dearimgui.org/faq
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// - FAQ http://dearimgui.com/faq
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// - Homepage & latest https://github.com/ocornut/imgui
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// - Releases & changelog https://github.com/ocornut/imgui/releases
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// - Gallery https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)
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@ -460,7 +460,7 @@ namespace ImGui
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IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
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// ID stack/scopes
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// Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
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// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
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// - Those questions are answered and impacted by understanding of the ID stack system:
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// - "Q: Why is my widget not reacting when I click on it?"
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// - "Q: How can I have widgets with an empty label?"
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@ -1407,7 +1407,7 @@ enum ImGuiKey : int
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ImGuiKey_KeypadEqual,
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// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
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// (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets)
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// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
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ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
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ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
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ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
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@ -2,7 +2,7 @@
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// (demo code)
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// Help:
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// - Read FAQ at http://dearimgui.org/faq
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// - Read FAQ at http://dearimgui.com/faq
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// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for more details, documentation and comments.
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@ -409,7 +409,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
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ImGui::BulletText("See comments in imgui.cpp.");
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ImGui::BulletText("See example applications in the examples/ folder.");
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ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");
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ImGui::BulletText("Read the FAQ at http://www.dearimgui.com/faq/");
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ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
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ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
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ImGui::Separator();
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