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FAQ tweaks. Add missing entries in imgui.cpp (which until now where only in the README).
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@ -219,29 +219,32 @@ Frequently Asked Question (FAQ)
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**Where is the documentation?**
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- The documentation is at the top of imgui.cpp + effectively imgui.h.
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- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
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- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
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- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
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- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
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This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
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- Run the examples/ applications and explore them.
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- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
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- The demo covers most features of Dear ImGui, so you can read the code and see its output.
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- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
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- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
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- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
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- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
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**Which version should I get?**
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I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
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You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Several projects are using this branch and it is kept in sync with master regularly.
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You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly.
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**Who uses Dear ImGui?**
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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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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) Wiki pages for a 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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The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would taker off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). 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. Please try to refer to it as "Dear ImGui".
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The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this 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. Please try to refer to this library as "Dear ImGui".
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**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
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<br>**How can I display an image? What is ImTextureID, how does it works?**
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<br>**How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.**
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<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
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<br>**How can I use my own math types instead of ImVec2/ImVec4?**
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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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@ -254,7 +257,7 @@ The library started its life as "ImGui" due to the fact that I didn't give it a
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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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See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
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**Can you create elaborate/serious tools with Dear ImGui?**
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@ -4,11 +4,11 @@
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https://github.com/ocornut/imgui/issues/2261
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2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
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https://discourse.dearimgui.org/c/getting-started
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https://discourse.dearimgui.org
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3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
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3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
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4. Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users, unless they browse the site.
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4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
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5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
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42
imgui.cpp
42
imgui.cpp
@ -37,9 +37,14 @@ DOCUMENTATION
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- Using gamepad/keyboard navigation controls.
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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- Where is the documentation?
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- Which version should I get?
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- Who uses Dear ImGui?
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- Why the odd dual naming, "Dear ImGui" vs "ImGui"?
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- How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
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- How can I display an image? What is ImTextureID, how does it works?
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- How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.
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- Why are multiple widgets reacting when I interact with a single one? How can I have
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multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...
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- How can I use my own math types instead of ImVec2/ImVec4?
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- How can I load a different font than the default?
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- How can I easily use icons in my application?
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@ -552,6 +557,39 @@ CODE
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FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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======================================
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Q: Where is the documentation?
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A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
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- Run the examples/ and explore them.
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- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
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- The demo covers most features of Dear ImGui, so you can read the code and see its output.
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- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
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- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/
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folder to explain how to integrate Dear ImGui with your own engine/application.
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- Your programming IDE is your friend, find the type or function declaration to find comments
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associated to it.
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Q: Which version should I get?
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A: I occasionally tag Releases (https://github.com/ocornut/imgui/releases) but it is generally safe
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and recommended to sync to master/latest. The library is fairly stable and regressions tend to be
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fixed fast when reported. You may also peak at the 'docking' branch which includes:
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- Docking/Merging features (https://github.com/ocornut/imgui/issues/2109)
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- Multi-viewport features (https://github.com/ocornut/imgui/issues/1542)
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Many projects are using this branch and it is kept in sync with master regularly.
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Q: Who uses Dear ImGui?
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A: See "Quotes" (https://github.com/ocornut/imgui/wiki/Quotes) and
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"Software using Dear ImGui" (https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages
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for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
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Q: Why the odd dual naming, "Dear ImGui" vs "ImGui"?
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A: The library started its life as "ImGui" due to the fact that I didn't give it a proper name when
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when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI
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(immediate-mode graphical user interface) was coined before and is being used in variety of other
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situations (e.g. Unity uses it own implementation of the IMGUI paradigm).
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To reduce the ambiguity without affecting existing code bases, I have decided on an alternate,
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longer name "Dear ImGui" that people can use to refer to this specific library.
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Please try to refer to this library as "Dear ImGui".
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Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
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A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } )
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- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
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@ -653,8 +691,8 @@ CODE
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Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
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Q: Why are multiple widgets reacting when I interact with a single one?
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Q: How can I have multiple widgets with the same label or with an empty label?
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Q: I have multiple widgets with the same label, and only the first one works. Why is that?
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A: A primer on labels and the ID Stack...
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Dear ImGui internally need to uniquely identify UI elements.
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