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Docs: Added FAQ entries removed old one which is misleading today. Misc tweaks.
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@ -32,29 +32,34 @@ You can find binaries of some of those example applications at:
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---------------------------------------
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MISC COMMENTS AND SUGGESTIONS
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GETTING STARTED
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---------------------------------------
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- Read FAQ at http://dearimgui.org/faq
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- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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Please read the comments and instruction at the top of each file.
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Please read FAQ at http://www.dearimgui.org/faq
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- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
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- If you are using of the backend provided here, you can add the imgui_impl_xxx.cpp/h files
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to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
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ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
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Changelog at the top of the .cpp files, so if you want to update them later it will be easier to
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catch up with what changed.
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- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
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However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
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and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
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You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
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to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
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at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
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cursor only when an interactive drag is in progress.
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Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
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If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
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application drawing a shape directly under the mouse cursor.
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- Dear ImGui has no particular extra lag for most behaviors, e.g. the value of 'io.MousePos' provided in
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NewFrame() will result at the time of EndFrame()/Render() in a moved windows rendered following that mouse
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movement. At 60 FPS your experience should be pleasant.
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However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
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path and will feel smoother than the majority of contents rendererd via regular graphics API (including,
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but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane as
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the mouse, that disconnect may be jarring to particularly sensitive users.
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You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
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using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
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regularly rendered software cursor.
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However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
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all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
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when an interactive drag is in progress.
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Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
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If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
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drawing a flat 2D shape directly under the mouse cursor.
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---------------------------------------
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@ -155,12 +160,12 @@ Those will allow you to create portable applications and will solve and abstract
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Building:
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Unfortunately in 2020 it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software. For most examples here I choose to provide:
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third party software. For most examples here we choose to provide:
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- Makefiles for Linux/OSX
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- Batch files for Visual Studio 2008+
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- A .sln project file for Visual Studio 2010+
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- A .sln project file for Visual Studio 2012+
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- Xcode project files for the Apple examples
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Please let me know if they don't work with your setup!
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Please let us know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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