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Many internal state and tools are exposed in the Metrics window. To access the Metrics window:
- Call
ShowMetricsWindow()
. - Or from the Demo window you can find it in the Help menu. They will help you understand how Dear ImGui works, and can help you diagnose problems.
The Item Picker will allow you to pick an item with the mouse and have Dear ImGui break within the call-stack of that item. This is useful if you have large UI / codebase and you would to easily find out where some UI item is emitted. You can find it in Metrics>Tools>Item Picker. Also see #2673.
You can use ImDrawList primitives on the foreground drawlist, e.g. GetForegroundDrawList()->AddRectFilled(...)
to bypass clipping of the current window. Whenever you are working with coordinates, consider displaying it on screen using AddRect()
, AddCircle()
, etc.
- You can omit
Begin()
/End()
, widgets will be created into an implicit "Debug" window. - You can call
Begin()
multiple times to append to a same window from different place. - Use
Begin()
/BeginChild()
to put yourself back into the context of another window (see #270 - Similarly, functions like
BeginMenuBar()
orBeginTabBar()
allow appending into a menu or tab-bar. - An interesting trick that isn't obvious is that you can use Begin() just to put yourself into the context of that window. So here I want to react to the user inputting an address to scroll to, I use BeginChild() again on the child that I've already drawn so I can use SetScrollFromPosY() on it.
ImGui::BeginChild("##scrolling", ImVec2(0, -ImGui::GetFrameHeightWithSpacing()));
// ...(draw main content)
ImGui::EndChild();
// And then much later in the main window, get back into child context to change scrolling offset
ImGui::BeginChild("##scrolling");
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + (goto_addr / Rows) * line_height);
ImGui::End();
The ImGuiOnceUponAFrame
helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code. (It is essentially just a helper which stores and compare a frame number).
https://github.com/ocornut/imgui/issues/271
Here I've got some code sampling joints of an animation as e.g 60 hz. And I can plot that directly from the joint structure without copying the data around one more time
int stride = skel.getBoneCount() * sizeof(JointTransform);
ImGui::PlotLines("RightFoot y", &all_sampled_joints[skel.getBoneIndex("RightFoot")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);
ImGui::PlotLines("RightToeBase y", &all_sampled_joints[skel.getBoneIndex("RightToeBase")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);
ImGui::PlotLines("LeftFoot y", &all_sampled_joints[skel.getBoneIndex("LeftFoot")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);
ImGui::PlotLines("LeftToeBase y", &all_sampled_joints[skel.getBoneIndex("LeftToeBase")].translation.y, samples, 0, NULL, FLT_MAX, FLT_MAX, ImVec2(0,0), stride);
Update: Since 1.53 you can use BeginCombo()/EndCombo()
and submit items yourself, which is more adequate than using Combo with a function.
void SelectBoneByName(const char* label, int* bone_idx, const Skeleton* skeleton)
{
ImGui::Combo(label, bone_idx,
[](void* data, int idx, const char** out_text) { *out_text = skeleton->GetBoneName(idx); return *out_text != NULL; },
(void*)skeleton, skeleton->GetBoneCount());
}
ImGui::PlotLines("Sin", [](void*data, int idx) { return sinf(idx*0.2f); }, NULL, 100);
ImGui::PlotLines("Cos", [](void*data, int idx) { return cosf(idx*0.2f); }, NULL, 100);
Bit awkward with sample indices to plot an actual math function. Ideally here we could introduce variants of plot that use all floats. Will probably add something.
Likewise for combo boxes, don't copy data around creating list of strings! Use a function to retrieve your data from whatever format it is naturally. The whole plot API is a little awkward and could be reworked along with adding some form of iterator scheme for sparse combo / list-box.