Added comments

This commit is contained in:
ocornut
2014-08-26 18:27:10 +01:00
parent 5f6b261c9b
commit 80dd1e1065
3 changed files with 15 additions and 5 deletions

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@ -53,7 +53,7 @@
- every frame:
1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the 'Input' data, then call ImGui::NewFrame().
2/ use any ImGui function you want between NewFrame() and Render()
3/ ImGui::Render() to render all the accumulated command-lists. it will cack your RenderDrawListFn handler set in the IO structure.
3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
- all rendering information are stored into command-lists until ImGui::Render() is called.
- effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations.
- a typical application skeleton may be:
@ -87,6 +87,10 @@
// swap video buffer, etc.
}
- if text or lines are blurry when integrating ImGui in your engine:
- try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
- in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
- some widgets carry state and requires an unique ID to do so.
- unique ID are typically derived from a string label, an indice or a pointer.
- use PushID/PopID to easily create scopes and avoid ID conflicts. A Window is also an implicit scope.