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@ -38,7 +38,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
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- Optional: multi-viewports support.
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etc.
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This is essentially what each backends are doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
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This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
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It is important to understand the difference between the core Dear ImGui library (files in the root folder)
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and backends which we are describing here (backends/ folder).
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@ -72,7 +72,7 @@ Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui
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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, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
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Changelog, so if you want to update them later it will be easier to catch up with what changed.
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@ -654,7 +654,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
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### Q: Why using C++ (as opposed to C)?
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Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
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Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
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There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
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@ -309,7 +309,7 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
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## About filenames
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**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
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**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
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Two things to watch for:
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- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
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@ -1110,7 +1110,7 @@ ImGuiIO::ImGuiIO()
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{
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// Most fields are initialized with zero
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memset(this, 0, sizeof(*this));
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IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here.
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IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
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// Settings
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ConfigFlags = ImGuiConfigFlags_None;
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4
imgui.h
4
imgui.h
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@ -224,8 +224,8 @@ typedef signed short ImS16; // 16-bit signed integer
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typedef unsigned short ImU16; // 16-bit unsigned integer
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typedef signed int ImS32; // 32-bit signed integer == int
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typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
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typedef signed long long ImS64; // 64-bit signed integer (C++11)
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typedef unsigned long long ImU64; // 64-bit unsigned integer (C++11)
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typedef signed long long ImS64; // 64-bit signed integer
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typedef unsigned long long ImU64; // 64-bit unsigned integer
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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@ -402,10 +402,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
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void ImDrawList::_ResetForNewFrame()
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{
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// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
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// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
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IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
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IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
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IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
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IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
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IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
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IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
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CmdBuffer.resize(0);
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IdxBuffer.resize(0);
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@ -1,10 +1,6 @@
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// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
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// This is also an example of how you may wrap your own similar types.
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// Compatibility:
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// - std::string support is only guaranteed to work from C++11.
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// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
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// Changelog:
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// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
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@ -1,10 +1,6 @@
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// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
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// This is also an example of how you may wrap your own similar types.
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// Compatibility:
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// - std::string support is only guaranteed to work from C++11.
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// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
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// Changelog:
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// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
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@ -26,12 +26,12 @@ See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad
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### Comparaison
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Small, thin anti-aliased fonts are typically benefiting a lots from Freetype's hinting:
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Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting:
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![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif)
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### Colorful glyphs/emojis
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You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See
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You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the
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["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/edit/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md.
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![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
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