kandi X-RAY | imgui Summary
kandi X-RAY | imgui Summary
Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
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imgui Key Features
imgui Examples and Code Snippets
Trending Discussions on imgui
I used the glfw callback function to move the camera with the mouse.
mouse callback function is:...
ANSWERAnswered 2022-Mar-30 at 17:45
I'm not familiar with ImGui, so I don't know what functions might or might not need to be called in ImGui.
But, GLFW is a relatively low level windowing API that has no regard for the higher level abstractions that might exist on the window. When you pass the callback to
glfwSetCursorPosCallback, that callback will be called on any accessible part of the window.
If you need to have the mouse movements (or any mouse interactions) only respond when the mouse is hovered over the relevant part of the interface, you need some kind of mechanism to define what that part is. Again: I don't know how you'd do that in ImGui, but it'll probably look something like this:
I'm trying to use ImGui (Java bindings) to fill up a empty space or fill the entire width of some UI but I can't seem to figure out how to/when to ask ImGui for the Item Rect Max and in some situations I end up with a small space that isn't filled in.
The code I using is here (it's too many lines to just add here) https://github.com/blockout22/VisualScripting/blob/main/src/main/java/visual/scripting/GraphWindow.java#L295
this is where I got the style from but I think I'm missing something https://github.com/thedmd/imgui-node-editor/blob/687a72f940c76cf5064e13fe55fa0408c18fcbe4/examples/blueprints-example/blueprints-example.cpp...
ANSWERAnswered 2022-Mar-01 at 18:42
I fixed this by checking for max width every time I add any new UI while creating the node
I am trying to render an image in my c++ ImGui menu; I believe the end code would be something like
ImGui::Image(ImTextureID, ImVec2(X, Y));. I already have a byte array that includes the image I want to render, but don't know how to go about loading it into that ImTextureID that's being passed in. I have found how to do it with Direct X using
D3DXCreateTextureFromFileInMemoryEx but need to know the opengl equivalent for doing this.
ANSWERAnswered 2022-Jan-17 at 10:13
The 'ImTextureID' in ImGui::Image is simply an int, with a value corresponding to a texture that has been generated in your graphics environment (DirectX or OpenGL).
A way to do so in OpenGL is as follows (I'm not familiar with DirectX but I bet that 'D3DXCreateTextureFromFileInMemoryEx' does pretty much the same):
- Generate the texture name (this 'name' is just an integer, and it is the integer that ImGui uses as ImTextureID) using glGenTextures()
- Set UV sampling parameters for the newly generated texture using glTexParameteri()
- Bind the texture to the currently active texture unit using glBindTexture()
- Upload pixel data to the GPU using glTexImage2D()
Typically that would look like something like this:
I am trying to update the value of a uniform variable within my shader using an ImGui slider however the value I pass in is correct on the CPU side but when its at the GPU it becomes a negative value. I give an example of how I am setting this all up where
someVal is the value being passed to the GPU which represents the
radius value in the image I show (Naming was changed to help make things slightly clearer). This is what I am currently doing
ANSWERAnswered 2022-Jan-15 at 19:52
I was taking in an array of samples which was set to 64 but in my shader I had set it to 32. This caused my other variables to receive weird values.
In the shiny app below I want an image to be displayed upon app loading for first time and then be hidden after clicking the
ANSWERAnswered 2022-Jan-04 at 10:48
You forgot to wrap the div-id around
I've been trying to build SDL2 using CMake + CLion + MSVC and I've got this error:...
ANSWERAnswered 2021-Dec-13 at 21:10
I built it for x86. For x64 it works fine.
I've recently started coding with c++ and the project that im currently on requires imgui. so i set up the .h and .cpp libraries in a folder called "include" in the same folder as the source code. I'm currently trying to run the cpp in https://github.com/ocornut/imgui/tree/master/examples/example_glfw_opengl3 and compile it with gcc using
gcc imgui.cpp -lstdc++ -lglfw -lGL -limgui but i just get
ANSWERAnswered 2021-Dec-07 at 15:14
Assuming you downloaded imgui to a place called
$IMGUI_DIR and the file that contains your main function is
main.cpp, your compile commandline should look like the following: (the \ are just there to break up the command)
I have a parent project and a subproject using meson. Quite sadly the subproject only builds in release mode. However, even if I set the parent project to debug using --reconfigure and check with configure that the build type is debug, it seems the NDEBUG macro is not defined for the subproject, which causes it to fail compilation.
Is there a way to enable debug builds for subprojects?
ANSWERAnswered 2021-Nov-18 at 22:20
This is currently not supported, as you could see from the table of core options, only 3 options are settable per subproject as of now: werror and default_library (since 0.54.0) and warning_level (since 0.56.0). And below in Specifying options per subproject you can find more details e.g. about order of applying.
Right now only a couple of options are allowed on a per-project basis: default_library, werror (and one more I can't remember off the top of my head). We keep adding more over time, but other ones are ignored, yes.
The .net 6.0 executable file will not pass Notarization. Remaining of the files are ok.Setup
- macOS Catalina:
- dotnet --version:
- The right certificate is available in keychain
- Entitlement used to sign the executable:
ANSWERAnswered 2021-Oct-29 at 21:05
The issue was with the zip tool. It broke the zip file so Notarization would fail on Apple Side.
zip -r DWGuru.zip DWGuru.app
/usr/bin/ditto -c -k --keepParent DWGuru.app DWGuru.zip
I'm having a hard time understanding the difference between those two commands...
ANSWERAnswered 2021-Oct-27 at 07:06
What's the difference between (const_cast and without?
The difference is that in one case the conversion is implicit and in the other case the conversion is explicit. There is no other difference.
No vulnerabilities reported
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