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Updated FAQ
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imgui.cpp
103
imgui.cpp
@ -11,7 +11,12 @@
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- END-USER GUIDE
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- PROGRAMMER GUIDE (read me!)
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ) & TROUBLESHOOTING (read me!)
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- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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- Can I have multiple widgets with the same label? (Yes)
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- Why is my text output blurry?
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- How can I load a different font than the default?
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- How can I load multiple fonts?
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- How can I display and input Chinese, Japanese, Korean characters?
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- ISSUES & TODO-LIST
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- CODE
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- SAMPLE CODE
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@ -172,24 +177,29 @@
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- 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
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FREQUENTLY ASKED QUESTIONS (FAQ) & TROUBLESHOOTING
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==================================================
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FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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======================================
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If text or lines are blurry when integrating ImGui in your engine:
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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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A primer on the meaning and use of IDs in ImGui:
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Q: Can I have multiple widgets with the same label?
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A: Yes. A primer on the use of labels/IDs in ImGui..
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- widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
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- Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
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to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
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Button("OK"); // Label = "OK", ID = hash of "OK"
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Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel"
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- element that are not interactive, such as Text() items don't need an ID.
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- Elements that are not clickable, such as Text() items don't need an ID.
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- ID are uniquely scoped within Windows so no conflict can happen if you have two buttons called "OK" in two different Windows.
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- ID are uniquely scoped within windows, tree nodes, etc. so no conflict can happen if you have two buttons called "OK" in two different windows
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or in two different locations of a tree.
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- if you have a same ID twice in the same location, you'll have a conflict:
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Button("OK");
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Button("OK"); // ID collision! Both buttons will be treated as the same.
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Fear not! this is easy to solve and there are many ways to solve it!
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- when passing a label you can optionally specify extra unique ID information within string itself. This helps solving the simpler collision cases.
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use "##" to pass a complement to the ID that won't be visible to the end-user:
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@ -197,41 +207,74 @@
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Button("Play##0"); // Label = "Play", ID = hash of "Play##0"
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Button("Play##1"); // Label = "Play", ID = hash of "Play##1" (different from above)
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use "###" to pass a label that isn't part of ID. You can use that to change labels while preserving a constant ID.
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- occasionally (rarely) you might want change a label while preserving a constant ID. This allows you to animate labels.
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use "###" to pass a label that isn't part of ID:
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Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
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Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
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- use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window:
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- use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window.
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this is the most convenient way of distinguish ID if you are iterating and creating many UI elements.
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you can push a pointer, a string or an integer value. remember that ID are formed from the addition of everything in the ID stack!
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for (int i = 0; i < 100; i++)
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{
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PushID(i);
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Button("Click"); // Label = "Click", ID = hash of integer + "label" (unique)
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PopID();
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}
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for (int i = 0; i < 100; i++)
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{
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MyObject* obj = Objects[i];
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PushID(obj);
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Button("Click"); // Label = "Click", ID = hash of pointer + "label" (unique)
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PopID();
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}
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for (int i = 0; i < 100; i++)
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{
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MyObject* obj = Objects[i];
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PushID(obj->Name);
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Button("Click"); // Label = "Click", ID = hash of string + "label" (unique)
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PopID();
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}
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- more example showing that you can stack multiple prefixes into the ID stack:
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Button("Click"); // Label = "Click", ID = hash of "Click"
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PushID("node");
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Button("Click"); // Label = "Click", ID = hash of "node" + "Click"
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for (int i = 0; i < 100; i++)
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{
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PushID(i);
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Button("Click"); // Label = "Click", ID = hash of "node" + i + "label"
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PopID();
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}
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PushID(my_ptr);
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Button("Click"); // Label = "Click", ID = hash of "node" + ptr + "Click"
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PopID();
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PopID();
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PushID(my_ptr);
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Button("Click"); // Label = "Click", ID = hash of ptr + "Click"
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PopID();
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so if you have a loop creating multiple items, you can use PushID() / PopID() with the index of each item, or their pointer, etc.
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some functions like TreeNode() implicitly creates a scope for you by calling PushID().
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- when working with trees, ID are used to preserve the opened/closed state of tree nodes.
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- tree nodes implicitly creates a scope for you by calling PushID().
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Button("Click"); // Label = "Click", ID = hash of "Click"
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if (TreeNode("node"))
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{
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Button("Click"); // Label = "Click", ID = hash of "node" + "Click"
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TreePop();
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}
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- when working with trees, ID are used to preserve the opened/closed state of each tree node.
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depending on your use cases you may want to use strings, indices or pointers as ID.
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e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.
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e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
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If you want to load a different font than the default (ProggyClean.ttf, size 13)
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Q: Why is my text output 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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Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
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A: Use the font atlas to load the TTF file you want:
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
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io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
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If you want to load multiple fonts, use the font atlas to pack them into a single texture!
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Q: How can I load multiple fonts?
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A: Use the font atlas to pack them into a single texture:
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ImFont* font0 = io.Fonts->AddFontDefault();
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ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
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@ -240,7 +283,9 @@
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// the first loaded font gets used by default
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// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
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If you want to display Chinese, Japanese, Korean characters, pass custom Unicode ranges when loading a font:
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Q: How can I render and input Chinese, Japanese, Korean characters?
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A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. ImGui will support UTF-8 encoding across the board.
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Character input depends on you passing the right character code to io.AddInputCharacter(). The example applications do that.
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, io.Fonts->GetGlyphRangesJapanese()); // Load Japanese characters
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io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
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