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