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Tidying up README, moved entries to FAQ, updated screenshots, removed comma in title.
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dear imgui,
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dear imgui
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=====
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[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
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[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
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@ -6,12 +6,12 @@ dear imgui,
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_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_
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Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
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<br> [![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
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<br> [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui)
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Individuals/hobbyists: support continued maintenance and development via PayPal:
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<br> [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
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Businesses: support continued maintenance and development via support contracts or sponsoring a few weeks/months of development:
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Businesses: support continued maintenance and development via support contracts or sponsoring:
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<br> _E-mail: omarcornut at gmail dot com_
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Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
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@ -177,33 +177,17 @@ User screenshots:
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<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 onward)
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<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
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Various tools
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Custom engine
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[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
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Custom engine
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[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
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![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/v160-misc-classic.png)
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Demo window
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![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
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[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
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Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
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Code:
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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```
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```cpp
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ImGui::Text(u8"こんにちは!テスト %d", 123);
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if (ImGui::Button(u8"ロード"))
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{
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// do stuff
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}
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ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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```
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Result:
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<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
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<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
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[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
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![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png)
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References
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----------
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@ -246,7 +230,7 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue
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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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**Why the odd dual naming, "dear imgui" vs "ImGui"?**
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**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
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The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. 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.
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@ -257,22 +241,15 @@ The library started its life and is best known as "ImGui" only due to the fact t
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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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<br>**How can I load multiple fonts?**
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<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?**
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<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
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<br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
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<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
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<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
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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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**How do you use Dear ImGui on a platform that may not have a mouse or keyboard?**
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You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
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You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
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For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
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**Can you create elaborate/serious tools with Dear ImGui?**
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Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
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@ -303,15 +280,15 @@ Support dear imgui
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**How can I help financing further development of Dear ImGui?**
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Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
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Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
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Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
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<br> [![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
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<br> [![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui)
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Individuals/hobbyists: support continued maintenance and development via PayPal:
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<br> [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
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Businesses: support continued maintenance and development via support contracts or sponsoring a few weeks/months of development:
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Businesses: support continued maintenance and development via support contracts or sponsoring:
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<br> _E-mail: omarcornut at gmail dot com_
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Ongoing dear imgui development is financially supported by users and private sponsors (past and present):
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@ -336,7 +313,7 @@ Credits
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Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
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I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
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I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
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Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
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imgui.cpp
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imgui.cpp
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- How can I load multiple fonts?
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- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
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- How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
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- How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
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- I integrated Dear ImGui in my engine and the text or lines are blurry..
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- I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
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- How can I help?
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@ -818,8 +819,23 @@ CODE
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(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
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Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
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- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData,
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and then call your rendered code with your own ImDrawList or ImDrawData data.
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
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your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
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Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
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A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
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(short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad)
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- You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy)
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This is the preferred solution for developer productivity.
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In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple
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and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
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to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
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Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
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- You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends
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the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine.
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- For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate
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for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing
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for screen real-estate and precision.
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Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
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A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
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if (ImGui::TreeNode("Groups"))
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{
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ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)");
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ShowHelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.");
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ImGui::BeginGroup();
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{
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ImGui::BeginGroup();
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