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Intensive FAQ answer for the million of people asking the same questions over and over again. (#1848, #1791, #1840, #1493, #1295)
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imgui.cpp
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imgui.cpp
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======================================
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Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
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A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure.
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A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure (e.g. if (ImGui::GetIO().WantCaptureMouse) { ... } )
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- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
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- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
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- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
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were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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Q: How can I display an image? What is ImTextureID, how does it works?
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A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
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Dear ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
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It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
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At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
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Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
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A: Short explanation:
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- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
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- Actual textures are identified in a way that is up to the user/engine.
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- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
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Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
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// The example OpenGL back-end uses integers to identify textures.
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// You can safely store an integer into a void* by casting it. e.g. (void*)(intptr_t)MY_GL_UINT to cast to void*.
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GLuint my_opengl_texture;
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glGenTextures(1, &my_opengl_texture);
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// [...] load image, render to texture, etc.
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ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(512,512));
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Long explanation:
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- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices.
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At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
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to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
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- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
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We carry the information to identify a "texture" in the ImTextureID type.
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ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
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Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
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- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
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an image from the end-user perspective. This is what the _examples_ rendering functions are using:
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// The example DirectX11 back-end uses ID3D11ShaderResourceView* to identify textures.
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ID3D11ShaderResourceView* my_texture_view;
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device->CreateShaderResourceView(my_texture, &my_shader_resource_view_desc, &my_texture_view);
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ImGui::Image((void*)my_texture_view, ImVec2(512,512));
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OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
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DirectX9: ImTextureID = LPDIRECT3DTEXTURE9 (see ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp)
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DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
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DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
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To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
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Dear ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
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You may call ImGui::ShowMetricsWindow() to explore active draw lists and visualize/understand how the draw data is generated.
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It is your responsibility to get textures uploaded to your GPU.
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For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
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Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure
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tying together both the texture and information about its format and how to read it.
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- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about
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the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase
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is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
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If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID
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representation suggested by the example bindings is probably the best choice.
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(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
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User code may do:
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// Cast our texture type to ImTextureID / void*
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MyTexture* texture = g_CoffeeTableTexture;
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ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
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The renderer function called after ImGui::Render() will receive that same value that the user code passed:
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// Cast ImTextureID / void* stored in the draw command as our texture type
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MyTexture* texture = (MyTexture*)pcmd->TextureId;
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MyEngineBindTexture2D(texture);
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Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
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This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
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If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
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Here's a simplified OpenGL example using stb_image.h:
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// Use stb_image.h to load a PNG from disk and turn it into raw RGBA pixel data:
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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[...]
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int my_image_width, my_image_height;
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unsigned char* my_image_data = stbi_load("my_image.png", &my_image_width, &my_image_height, NULL, 4);
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// Turn the RGBA pixel data into an OpenGL texture:
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GLuint my_opengl_texture;
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glGenTextures(1, &my_opengl_texture);
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glBindTexture(GL_TEXTURE_2D, image_tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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// Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it:
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ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height));
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C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa.
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Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*.
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Examples:
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GLuint my_tex = XXX;
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void* my_void_ptr;
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my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
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my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
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ID3D11ShaderResourceView* my_dx11_srv = XXX;
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void* my_void_ptr;
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my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
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my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
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Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
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Q: How can I have multiple widgets with the same label or without a label?
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Q: I have multiple widgets with the same label, and only the first one works. Why is that?
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2
imgui.h
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imgui.h
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struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
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struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
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struct ImDrawData; // All draw command lists required to render the frame
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struct ImDrawList; // A single draw command list (generally one per window)
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struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
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struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
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struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
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struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
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