This commit is contained in:
ocornut 2015-01-08 23:53:07 +00:00
parent f77490cb2d
commit 2757e3573a

View File

@ -118,6 +118,7 @@
Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
- 2015/01/08 (1.30) XXXXXXXX
- 2014/12/10 (1.18) removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) - 2014/12/10 (1.18) removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
- 2014/11/28 (1.17) moved IO.Font*** options to inside the IO.Font-> structure. - 2014/11/28 (1.17) moved IO.Font*** options to inside the IO.Font-> structure.
- 2014/11/26 (1.17) reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility - 2014/11/26 (1.17) reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
@ -156,12 +157,13 @@
e.g. "##Foobar" display an empty label and uses "##Foobar" as ID e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
- read articles about the imgui principles (see web links) to understand the requirement and use of ID. - read articles about the imgui principles (see web links) to understand the requirement and use of ID.
If you want to use a different font than the default: If you want to use a different font than the default embedded copy of ProggyClean.ttf (size 13):
- read extra_fonts/README.txt for instructions. Examples fonts are also provided. ImGuiIO& io = ImGui::GetIO();
- if you can only see text but no solid shapes or lines, make sure io.Font->TexUvForWhite is set to the texture coordinates of a pure white pixel in your texture! io.Font = new Font();
io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels);
If you want to input Japanese/Chinese/Korean in the text input widget: If you want to input Japanese/Chinese/Korean in the text input widget:
- make sure you are using a font that can display the glyphs you want (see above paragraph about fonts) - when loading the font, pass a range that contains the characters you need, e.g.: ImFont::GetGlyphRangesJapanese()
- to have the Microsoft IME cursor appears at the right location in the screen, setup a handler for the io.ImeSetInputScreenPosFn function: - to have the Microsoft IME cursor appears at the right location in the screen, setup a handler for the io.ImeSetInputScreenPosFn function:
#include <Windows.h> #include <Windows.h>