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imgui.cpp
12
imgui.cpp
@ -118,6 +118,7 @@
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Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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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.
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- 2015/01/08 (1.30) XXXXXXXX
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- 2014/12/10 (1.18) removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
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- 2014/11/28 (1.17) moved IO.Font*** options to inside the IO.Font-> structure.
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- 2014/11/26 (1.17) reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
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@ -156,12 +157,13 @@
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e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
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- read articles about the imgui principles (see web links) to understand the requirement and use of ID.
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If you want to use a different font than the default:
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- read extra_fonts/README.txt for instructions. Examples fonts are also provided.
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- 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!
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If you want to use a different font than the default embedded copy of ProggyClean.ttf (size 13):
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ImGuiIO& io = ImGui::GetIO();
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io.Font = new Font();
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io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels);
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If you want to input Japanese/Chinese/Korean in the text input widget:
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- make sure you are using a font that can display the glyphs you want (see above paragraph about fonts)
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- when loading the font, pass a range that contains the characters you need, e.g.: ImFont::GetGlyphRangesJapanese()
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- to have the Microsoft IME cursor appears at the right location in the screen, setup a handler for the io.ImeSetInputScreenPosFn function:
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#include <Windows.h>
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@ -1489,7 +1491,7 @@ void ImGui::NewFrame()
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IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
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IM_ASSERT(g.IO.RenderDrawListsFn != NULL); // Must be implemented
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IM_ASSERT(g.IO.Font); // Font not created
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IM_ASSERT(g.IO.Font->IsLoaded()); // Font not loaded
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IM_ASSERT(g.IO.Font->IsLoaded()); // Font not loaded
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if (!g.Initialized)
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{
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