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Additional comments for new users
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Those are standalone ready-to-build applications to demonstrate ImGui.
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Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
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TL;DR;
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Newcomers, read 'Programmer guide' imgui.cpp for notes on how to setup ImGui in your codebase.
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Refer to 'opengl_example' to understand how the library is setup, because it is the simplest one.
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Copy the imgui_impl_xxx.cpp/.h files you need if you are using one of provided rendering/IO backends.
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If using different or your own backend, copy opengl_example/imgui_impl_opengl.cpp/.h to get started.
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imgui.cpp
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imgui.cpp
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// Main code & documentation
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// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
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// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
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// Newcomers, read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
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// Get latest version at https://github.com/ocornut/imgui
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// Releases change-log at https://github.com/ocornut/imgui/releases
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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- read the FAQ below this section!
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- your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
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- call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
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- see examples/ folder for standalone sample applications. e.g. examples/opengl_example/
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- see examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first at it is the simplest.
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- customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
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- getting started:
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- initialisation: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the 'Settings' data.
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- initialisation: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the fields marked 'Settings'.
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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 call your RenderDrawListFn handler that you set in the IO structure.
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1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
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2/ call ImGui::NewFrame().
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3/ use any ImGui function you want between NewFrame() and Render()
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4/ call 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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- ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide.
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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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- effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases.
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- refer to the examples applications in the examples/ folder for instruction on how to setup your code.
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- a typical application skeleton may be:
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// Load texture atlas
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unsigned char* pixels;
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int width, height, bytes_per_pixels;
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io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height, &bytes_per_pixels);
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// TODO: copy texture to graphics memory.
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// TODO: store your texture pointer/identifier in 'io.Fonts->TexID'
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
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// TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
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// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
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// Application main loop
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while (true)
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{
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// 1) get low-level input
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// e.g. on Win32, GetKeyboardState(), or poll your events, etc.
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// 2) TODO: fill all fields of IO structure and call NewFrame
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// 1) get low-level inputs (e.g. on Win32, GetKeyboardState(), or poll your events, etc.)
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// TODO: fill all fields of IO structure and call NewFrame
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ImGuiIO& io = ImGui::GetIO();
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io.DeltaTime = 1.0f/60.0f;
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io.MousePos = mouse_pos;
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io.MouseDown[0] = mouse_button_0;
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io.MouseDown[1] = mouse_button_1;
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io.KeysDown[i] = ...
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// 2) call NewFrame(), after this point you can use ImGui::* functions anytime
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ImGui::NewFrame();
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// 3) most of your application code here - you can use any of ImGui::* functions at any point in the frame
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// 3) most of your application code here
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ImGui::Begin("My window");
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ImGui::Text("Hello, world.");
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ImGui::End();
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GameUpdate();
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GameRender();
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MyGameUpdate(); // may use ImGui functions
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MyGameRender(); // may use ImGui functions
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// 4) render & swap video buffers
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ImGui::Render();
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- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) (#125)
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- columns: columns header to act as button (~sort op) and allow resize/reorder (#125)
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- columns: user specify columns size (#125)
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- columns: flag to add horizontal separator above/below?
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- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
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- combo: sparse combo boxes (via function call?)
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- combo: contents should extends to fit label if combo widget is small
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- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
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