Additional comments for new users

This commit is contained in:
ocornut 2015-11-29 10:53:03 +00:00
parent eb6575508f
commit 9735563b65
2 changed files with 24 additions and 19 deletions

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@ -2,6 +2,7 @@ Those are standalone ready-to-build applications to demonstrate ImGui.
Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
TL;DR;
Newcomers, read 'Programmer guide' imgui.cpp for notes on how to setup ImGui in your codebase.
Refer to 'opengl_example' to understand how the library is setup, because it is the simplest one.
Copy the imgui_impl_xxx.cpp/.h files you need if you are using one of provided rendering/IO backends.
If using different or your own backend, copy opengl_example/imgui_impl_opengl.cpp/.h to get started.

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@ -2,7 +2,7 @@
// Main code & documentation
// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
// Newcomers, read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
@ -76,18 +76,19 @@
- read the FAQ below this section!
- 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.
- call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
- see examples/ folder for standalone sample applications. e.g. examples/opengl_example/
- see examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first at it is the simplest.
- 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).
- getting started:
- initialisation: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the 'Settings' data.
- initialisation: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the fields marked 'Settings'.
- every frame:
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().
2/ use any ImGui function you want between NewFrame() and Render()
3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
2/ call ImGui::NewFrame().
3/ use any ImGui function you want between NewFrame() and Render()
4/ call ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
- all rendering information are stored into command-lists until ImGui::Render() is called.
- ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide.
- effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations.
- effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases.
- refer to the examples applications in the examples/ folder for instruction on how to setup your code.
- a typical application skeleton may be:
@ -101,31 +102,32 @@
// Load texture atlas
unsigned char* pixels;
int width, height, bytes_per_pixels;
io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height, &bytes_per_pixels);
// TODO: copy texture to graphics memory.
// TODO: store your texture pointer/identifier in 'io.Fonts->TexID'
int width, height;
io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
// TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
// Application main loop
while (true)
{
// 1) get low-level input
// e.g. on Win32, GetKeyboardState(), or poll your events, etc.
// 2) TODO: fill all fields of IO structure and call NewFrame
// 1) get low-level inputs (e.g. on Win32, GetKeyboardState(), or poll your events, etc.)
// TODO: fill all fields of IO structure and call NewFrame
ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = 1.0f/60.0f;
io.MousePos = mouse_pos;
io.MouseDown[0] = mouse_button_0;
io.MouseDown[1] = mouse_button_1;
io.KeysDown[i] = ...
// 2) call NewFrame(), after this point you can use ImGui::* functions anytime
ImGui::NewFrame();
// 3) most of your application code here - you can use any of ImGui::* functions at any point in the frame
// 3) most of your application code here
ImGui::Begin("My window");
ImGui::Text("Hello, world.");
ImGui::End();
GameUpdate();
GameRender();
MyGameUpdate(); // may use ImGui functions
MyGameRender(); // may use ImGui functions
// 4) render & swap video buffers
ImGui::Render();
@ -439,6 +441,8 @@
- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) (#125)
- columns: columns header to act as button (~sort op) and allow resize/reorder (#125)
- columns: user specify columns size (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
- combo: sparse combo boxes (via function call?)
- combo: contents should extends to fit label if combo widget is small
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)