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Doc: various tweaks + tweak imconfig comments.
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@ -5,31 +5,37 @@ This document holds the user-facing changelog that we also use in release notes.
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We generally fold multiple commits pertaining to the same topic as a single entry.
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Changes to backends are also included within the individual .cpp files of each backend.
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RELEASE NOTES: https://github.com/ocornut/imgui/releases
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REPORT ISSUES: https://github.com/ocornut/imgui/issues
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DISCUSS, ASK QUESTIONS: https://github.com/ocornut/imgui/discussions
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WIKI https://github.com/ocornut/imgui/wiki
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FAQ https://www.dearimgui.com/faq/
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RELEASE NOTES: https://github.com/ocornut/imgui/releases
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WIKI https://github.com/ocornut/imgui/wiki
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GETTING STARTED https://github.com/ocornut/imgui/wiki/Getting-Started
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GLOSSARY https://github.com/ocornut/imgui/wiki/Glossary
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ISSUES & SUPPORT https://github.com/ocornut/imgui/issues
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WHEN TO UPDATE?
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- Keeping your copy of Dear ImGui updated regularly is recommended.
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- It is generally safe to sync to the latest commit in master or docking branches
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The library is fairly stable and regressions tends to be fixed fast when reported.
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- It is generally safe and recommended to sync to the latest commit in 'master' or 'docking'
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branches. The library is fairly stable and regressions tends to be fixed fast when reported.
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HOW TO UPDATE?
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- Overwrite every file except imconfig.h (if you have modified it).
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- You may also locally branch to modify imconfig.h and merge latest into your branch.
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- Update submodule or copy/overwrite every file.
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- About imconfig.h:
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- You may modify your copy of imconfig.h, in this case don't overwrite it.
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- or you may locally branch to modify imconfig.h and merge/rebase latest.
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- or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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specify a custom path for your imconfig.h file and instead not have to modify the default one.
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- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog).
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- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
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- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
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- If you are copying this repository in your codebase, please leave the demo and documentations files in there, they will be useful.
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- You may diff your previous Changelog with the one you just copied and read that diff.
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- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
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Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
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and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.89.8 WIP (In Progress)
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-----------------------------------------------------------------------
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@ -91,6 +91,7 @@ Many projects are using this branch and it is kept in sync with master regularly
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### Q: How to get started?
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Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
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Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
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Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
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Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
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14
imconfig.h
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imconfig.h
@ -1,5 +1,5 @@
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//-----------------------------------------------------------------------------
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// COMPILE-TIME OPTIONS FOR DEAR IMGUI
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// DEAR IMGUI COMPILE-TIME OPTIONS
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// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
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// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
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//-----------------------------------------------------------------------------
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@ -9,7 +9,7 @@
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// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
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// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
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// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
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// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
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// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
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//-----------------------------------------------------------------------------
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#pragma once
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@ -26,7 +26,7 @@
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//#define IMGUI_API __declspec( dllexport )
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//#define IMGUI_API __declspec( dllimport )
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
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//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
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//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
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@ -40,7 +40,7 @@
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//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
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//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
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//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
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//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
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//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
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//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
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@ -105,7 +105,7 @@
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//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
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//#define ImDrawCallback MyImDrawCallback
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//---- Debug Tools: Macro to break in Debugger
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//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
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// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
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//#define IM_DEBUG_BREAK IM_ASSERT(0)
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//#define IM_DEBUG_BREAK __debugbreak()
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@ -113,10 +113,10 @@
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//---- Debug Tools: Enable slower asserts
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//#define IMGUI_DEBUG_PARANOID
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//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
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//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
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/*
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namespace ImGui
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{
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void MyFunction(const char* name, const MyMatrix44& v);
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void MyFunction(const char* name, MyMatrix44* mtx);
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}
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*/
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69
imgui.cpp
69
imgui.cpp
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// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
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// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support https://github.com/ocornut/imgui/issues
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// - Tests & Automation https://github.com/ocornut/imgui_test_engine
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// Getting Started?
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// - Read https://github.com/ocornut/imgui/wiki/Getting-Started
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@ -25,8 +26,9 @@
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
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// Individuals: you can support continued development via donations. See docs/README or web page.
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// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.
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// PLEASE reach out at contact AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors
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// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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@ -109,9 +111,10 @@ CODE
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- Portable, minimize dependencies, run on target (consoles, phones, etc.).
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- Efficient runtime and memory consumption.
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Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
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Designed primarily for developers and content-creators, not the typical end-user!
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Some of the current weaknesses (which we aim to address in the future) includes:
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- Doesn't look fancy, doesn't animate.
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- Doesn't look fancy.
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- Limited layout features, intricate layouts are typically crafted in code.
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@ -190,9 +193,11 @@ CODE
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READ FIRST
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----------
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- Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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- Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
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destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
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- Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!
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The UI can be highly dynamic, there are no construction or destruction steps, less superfluous
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data retention on your side, less state duplication, less state synchronization, fewer bugs.
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- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.
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- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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@ -200,18 +205,38 @@ CODE
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For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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- Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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- This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
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- Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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If you get an assert, read the messages and comments around the assert.
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- C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
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- This codebase aims to be highly optimized:
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- A typical idle frame should never call malloc/free.
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- We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.
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- We put particular energy in making sure performances are decent with typical "Debug" build settings as well.
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Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.
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- This codebase aims to be both highly opinionated and highly flexible:
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- This code works because of the things it choose to solve or not solve.
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- C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,
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and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).
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This is to increase compatibility, increase maintainability and facilitate use from other languages.
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- C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.
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- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction
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(so don't use ImVector in your code or at our own risk!).
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- Building: We don't use nor mandate a build system for the main library.
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This is in an effort to ensure that it works in the real world aka with any esoteric build setup.
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This is also because providing a build system for the main library would be of little-value.
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The build problems are almost never coming from the main library but from specific backends.
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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----------------------------------------------
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- Update submodule or copy/overwrite every file.
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- About imconfig.h:
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- You may modify your copy of imconfig.h, in this case don't overwrite it.
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- or you may locally branch to modify imconfig.h and merge/rebase latest.
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- or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to
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specify a custom path for your imconfig.h file and instead not have to modify the default one.
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- Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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- Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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- You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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@ -220,11 +245,12 @@ CODE
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from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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likely be a comment about it. Please report any issue to the GitHub page!
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- To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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- Try to keep your copy of Dear ImGui reasonably up to date.
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- Try to keep your copy of Dear ImGui reasonably up to date!
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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---------------------------------------------------------------
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- See https://github.com/ocornut/imgui/wiki/Getting-Started.
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- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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- In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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- Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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@ -806,11 +832,12 @@ CODE
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Q: Where is the documentation?
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A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
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- Run the examples/ and explore them.
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- Run the examples/ applications and explore them.
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- Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.
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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
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- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the
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examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
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- The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
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- The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
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@ -826,14 +853,14 @@ CODE
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================
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Q: How to get started?
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A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
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A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
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Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
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A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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>> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
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Q. How can I enable keyboard controls?
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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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Q. How can I enable keyboard or gamepad controls?
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Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
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Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
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Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
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Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
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@ -848,7 +875,7 @@ CODE
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- How can I have multiple widgets with the same label?
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- How can I have multiple windows with the same label?
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Q: How can I display an image? What is ImTextureID, how does it work?
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Q: How can I use my own math types instead of ImVec2/ImVec4?
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Q: How can I use my own math types instead of ImVec2?
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Q: How can I interact with standard C++ types (such as std::string and std::vector)?
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Q: How can I display custom shapes? (using low-level ImDrawList API)
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>> See https://www.dearimgui.com/faq
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@ -878,10 +905,10 @@ CODE
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Q: How can I help?
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A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
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We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
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This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
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- Individuals: you can support continued development via PayPal donations. See README.
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- If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
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and see how you want to help and can help!
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This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.
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Also see https://github.com/ocornut/imgui/wiki/Sponsors
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- Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.
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- If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!
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- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
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You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
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But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
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// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
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// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support https://github.com/ocornut/imgui/issues
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// - Tests & Automation https://github.com/ocornut/imgui_test_engine
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// Getting Started?
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// - Read https://github.com/ocornut/imgui/wiki/Getting-Started
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