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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. | ||||
|   | ||||
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