Imgui scale whether a tree node is opened or not. Collections; // Scale a button by 1. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style. )Call Or you can include imgui_internal. 0f / scale; And this renders fonts at half a scale. MouseWheel += (f Instead you should use scale your widgets and windows relatively to the font size, as is done with the em CSS Unit. After drawing is done call ImDrawList_TransformChannel_Inner and voilà, you are done. 0f * scale; This rasterizes default font at 2x scale (assuming your retina screen scale is 2x, most of them are i think) (13. I can switch monitors / resize the window etc and the dpi is still correct. FontSize) ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width) ImGui::CalcTextSize does not return the correct result when I am calculating the size of multiple lines of text. Find and fix vulnerabilities Fonts-> Fonts [0]; font_ptr-> Scale = ImGui:: English. As a result, Rects cannot have negative Width or Height. JavaScript bindings for Dear ImGui using Emscripten and TypeScript, modularized with webpack - zhobo63/imgui-ts SetRotate (radians); //rotate tm. Useful for fading to black or fading to transparent: Allow Transparency: Usually, that is done via a transformation matrix which is the result of a projection, view and model matrix (hence mvp matrix). 83 Branch: docking Visual studio 2022 +windows. io/ImStudio. Guide Call of Duty Guide C# Hacking Guide Hooking Guide Unity Engine Guide Packet Hacking Guide IDA Pro Disassembler Guide IMGUI Menu Hook Guide Direct3D Hooking Guide Calling Game Functions Entity List Guide Best Game Hacking Courses Also see previous releases details. My Issue/Question: I've got a scale slider and everything scales besides InputText, I expected it to scale as I think that's how it should Is there a way to scale the colorpicker ? For example make the square a lot smaller You signed in with another tab or window. 'dpi_scale' is the current DPI scale factor, if this is left zero-initialized, 1. All reactions. 0f, g. Icons⚓︎. If your language supports it, I would suggest replicating the function See this: ocornut/imgui#436. either CalcTextSize(text). We set the controls that we want to use and Imgui translates that to a set of vertex buffers that we can render using shaders. using UnityEngine; using System. like we render any other 3D model, but using only 2D shapes. Also with DPI scaling involved at the OS level some things can be more confusing. The post covers the Windows API for handling DPI scaling and the IMGUI code for What’s currently happening: Start application on primary display with scaling set to 150% Move it to a secondary display with scaling set to… The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using // To scale your entire UI (e. My work involves handling lots of waveforms and their spectrums, so I decided to Developed by Omar Cornut and every direct or indirect contributors to the GitHub. Check out the interactive ImGui example. Call ImGui functions (ImGui::Begin(), ImGui::Button(), etc. Works for fixing video flash too: int width_mm, To achieve scaling choose some scale factor, set fringe to 1 / scale factor and draw as normal. One user for example was doing this: It would however be nice if we dismantled the PlotXX functions, to provide more options and to provide helpers that the user could combine themselves. And thats why it is crushing when call it in update. 5 times each time is pressed. that is how imgui looks like when resolution is 1280x720 . 2017-03: Why I think Immediate Mode GUI is way to go If I just use ImGui::GetContentRegionAvail(), the slider float at the bottom of the window is always clipped out of the window. 748 stars. What ever size imgui application has, imgui widget window size do not change. Double: scaleX: 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. y ? A Cool bar for Dear ImGui (MacOs Dock Magnification Effect Like) - aiekick/ImCoolBar. imgui has sensible defaults that it is falling back on because you aren't initializing it correctly. g the "glfwCreateWindow", and adjust accordingly when the latter window is resized? Regards, p. These are all mouse and keyModifiers controls internally used: leftButton & drag -> free rotation axes; rightButton & drag -> free rotation spot *(used only in Axes+Spot widget); middleButton / bothButtons & drag -> move together axes How do I scale the GUI? ocornut/imgui#6967. Contribute to SaschaWillems/Vulkan development by creating an account on GitHub. Ps: DEBUG = false to turn off debugs println() Reference⚓︎. I've been using this implementation instead: case WM_MOUSEWHEEL: { io. I am currently stuck trying to figure out how to scale the UI of an entire app. allowing user to scroll/scale the view or interact with it in various way. I've been trying to use ImGui::GetWindowPos() for the past hour trying to get the position in screen space of the lower-left bound of a window, but it seems the function isn't returning the correct coordinates. cpp Compiler: MSVC Operating System: Windows. cpp Circumvent that by creating hereafter code in global void ImGui_ImplDX11_ReCreateFontsTexture() (tail it in imgui_impl_dx11. Hello @ebachard,. Rendering one texture here and using imgui to implement a slider that let's me translate the x, y, and z positions at runtime. ; I think you could use another js function that gets the actual DPI settings, with window. cpp, and imgui. cpp + imgui_impl_sdl. The window I am working with is within the dockspace and when trying to resize it vertically, the y value of the GetWindowPos function isn't even The key is the unique name of the font to be used in various imgui calls. 7 at the time. But when trying to do the same in ImGui, my image gets twice the scaling. The black rectangle represents a canvas border. Plugins should link with the ImGui version provided in examples/newPlugin to ensure ABI compatibility (as the internal ImGui data structures may change between versions). Please don't modify imgui source files!) Context creation and access¶ Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. A) Call PushFont() after NewFrame() The PlotLines() function in Dear ImGui is nice and simple, but it does lack some basic features, such as grids, logarithmic scaling, custom tooltips etc. 0f will be used instead. Modifies GUI. 5; //scale tm. how could i align those buttons all to the right side of the window? this shot illustrate the "X" buttons: It clearly has something to do with the startup of the program, if I set scale to 100%, then start the demo_imgui_bundle, then set scale back to 150% the imgui_bundle program works correctly. if we want to use decoration it make sense to use also resizing feature of the windows. Immediate mode 3D gizmo for scene editing and other controls based on Dear Imgui - CedricGuillemet/ImGuizmo You can also simply alter the UV parameters of Image/AddImage functions to display less of the image contents. integrations. This was working in version 1. --First 3 arguments are equivalent to Version: Dear ImGui 1. Is there any ImGui API commands or something. Update: Nevermind, user problem, turns out you need to call ImGui_ImplWin32_EnableDpiAwareness(); BEFORE you call ImGui_ImplWin32_Init otherwise monitors are initialized with dpi scale of 1. I just want to change my normal FontSize between my Childs. when moving a window between screens with different scaling settings. github. When the auto-resize window flag is set and the system scaling is not 100%, the dialog size seems to be incorrect. imgui distribution (either merged in imgui. IMGUI is always the rendered last and an top of all other rendering. Declaration. Share. Readme License. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with style. struct ImGuiPlatformMonitor: Unsure how it could happen and it is possible it happens from another source due to a higher-level construct. OversampleH = 2; Learn how to make your IMGUI application DPI-aware and crisp on high resolution monitors. Navigation Menu Toggle navigation. I will try to explain the issue better : When I run my imgui program with no scale on a But moreover, if I'm right, if you actually insert a call to ImGui::SetWindowFontScale() in the child window of a window that already set the current window scaling, it'll actually multiply the two scale values together! Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies - imgui/docs/FONTS. As imgui is growing those questions will come back for a few I find the default mouse wheel implementation a bit too fiddly when using my laptop's trackpad because all wheel inputs are quantised to +1. cfg. // // Viewport size is controlled by 'size' parameter in BeginCanvas(). sin (time) * 0. GitHub Gist: instantly share code, notes, and snippets. Remember, our font atlas texture ID is ImGui::GetStyle(). scale_all_sizes several times increasing size, like scale applied several times. In the run() function, inside the imgui window that calculates background parameters, We're not using / doing any of the things in questions 1-5. I haven't updated it since. 83 WIP (18209) Branch: docking Hi, the "MenuItem" function currently has an "selected" parameter: bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) However, this parameter wi Plugins can be added to the plugins directory, next to the executable, and will be automatically loaded. JC3 commented Nov 4, 2023. public class ExampleClass : MonoBehaviour { private Vector2 scale = new Vector2(1, 1); private Vector2 pivotPoint; it working like a charm but could be better to have a option for that in imgui, like that can be applied for every child windows for me it make sense to have the posssiility to disable imgui resizing feature when we have decoration of windows. cpp Operating System: Mac/Win. Window geometry utilities: autosize application window, restore app window position. It got behind when I was migrating the tutorial to 0. h. Improve this answer. Having said that. Actually, there is a way to change the screen resolution the game window. Type Name Description; System. You may also load external . Additional resources: GUI. Displays a video on screen from the MediaPlayer component using the legacy IMGUI rendering system. What’s currently happening: Start application on primary display with scaling set to 150% Move it to a secondary display with scaling set to 100% The widgets stay at the same size and are “cut off”. ScaleAllSizes((float)dpiScale); ImGui::GetIO(). SizePixels = 13. How do I scale the size of an ImGui::TextColored #7176. If I do max. Some parts of the background image may not be in view within the background positioning area"-- W3Schools. h provides wrapper for std::string]; 2016-10: CppCon 2016: Nicolas Guillemot “Dear imgui,": video. Follow answered Nov 1, 2015 at 23:59. Basically, the number drops greatly when I use zoom settings over 100%. matrix to scale all GUI elements around a pivotPoint. All imgui text supports the usage of icons. ️ A few months ago was the 10th anniversary of v1. FontGlobalScale if you want to scale all windows IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. FontGlobalScale is a factor by which fonts glyphs should be scaled at rendering time. fileName - this is the filename of the font, relative to the game fonts folder (/ui/common/). Scale software rendered mouse cursor (when io. Contribute to emilk/imgui_software_renderer development by creating an account on GitHub. E. Add (" PostDrawTranslucentRenderables ", " PaintIMGUI ", function (bDrawingSkybox, bDrawingDepth) --Don't render during depth pass if bDrawingDepth then return end--Starts the 3D2D context at given position, angle and scale. e. Instead they should rescale, to the same size they’d have when started on a (primary) display Global alpha applies to everything in Dear ImGui. Contribute to ocornut/imgui_club development by creating an account on GitHub. I can see the text is created big in the glyph atlas and if I scale it down its shown at smaller sizes. Dragging canvas will add a render offset between ImGui content and the Hey all, Is there any eta when this will be implemented, I need to be able to change the font size in real-time as and when the user performs various tasks, like on a slider etc Namespace:ImGui Assembly:ImGui. Turns out it's probably better to use Skulpin. Thanks! That seems to have fixed my problem. Integration. I want to make the run a function to make the next text area smaller than the others, anyone know how? Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies - imgui/imgui. Hello, I don't think there is a proper standard for it, even stb_truetype and Freetype AFAIK can give slightly different result. With the steps I wrote here I get the same look and sizes at 100% and 125% DPI's. The ImGui::GetIO(). lua should be in same folder and AddCSLuaFile'd hook. The createUniforms just creates a single two float for the scale (we will see later on how it will be used You can order a menu of any segment from me in discord: FiveSaven#8087 Some clarification as I sent yesterday's message hastily from my phone: Widget heights are almost always. So how can I clear that private buffer on command? So when program has accepted text it clears it. There should be some reset style method to use it properly. TheSillyDoggo opened this issue Dec 28, 2023 · 0 comments Labels. ImGui::Save("UI Scale and the result of the function is passed to the second parameter of ImGui::Image() Vec2f Zoom::fitToScreen(const Vec2f & textureSize, const Vec2f & screenSize) const {float aspectRatio = textureSize. cpp or a different file), or possibly making it an official extension. Unity’s IMGUI controls make use of a special function called OnGUI(). Sorry that wasn't clear. AutoHotkey Foundation; ↳ About This Community; ↳ Forum Issues; AutoHotkey (v2, current version) ↳ Ask for Help (v2) ↳ Gaming Help (v2) imgui. Adjust IO. FontGlobalScale if you want to scale all windows. A simple solution is to query the main screen "backing scale factor", and to use it when loading fonts, like so: // Query macOS for the scaling IMGUI_API void SetWindowFontScale(float scale); // set font scale. ). At present, it can convert imgui. You can see on the attached screenshot that separator intersects image on the left, code to reproduce: ImGui::Begin((username + "'s anime list"). int window_width = 960; int window_height = Contribute to EspetecDev/imgui_timeline_editor development by creating an account on GitHub. Our beta testers really wanted an option to add some sort of slider for uniform scaling (the entire UI, since some users are on 4k and others on Long story short: The ImGUI window looks perfect on 1080p, but, obviously it looks tiny on resolutions such as 4K. You need to rebuild your font atlas after you modify the fonts, which you aren't doing. For DPI awareness in your application, you can load/reload your font at different scale, This section will explain the bare necessities for scripting Controls with Unity’s Immediate Mode GUI system (IMGUI). hidpi_factor(). You signed out in another tab or window. Typical values for dpi_scale are >= 1. io. primitives are all the time the same size Dear Bindings is tool to generate a C API for Dear ImGui, and metadata so other languages can easily generate their own bindings on top (see our Software using Dear Bindings list). 50: ImGui::Begin("foo", 0, C++ examples for the Vulkan graphics API. Line 3063 in dedb381. I mean a slider with two handles that allows you to set a range of values, a left handle sets the min and a right handle sets the max. cpp, tail is safer and easier to track) which will in charge of Releasing any More info See in Glossary when using the IMGUI system: Fixed and Automatic. Rect - The primitive which represents a rectangle. Call ImGui::SFML::Update(window, deltaTime) where deltaTime is sf::Time. Reload to refresh your session. Cf. the main Dear Optionally ignore text after a ## marker. it's laid out clearly in the documentation so you can go and read that, i'm tired of argumentative developers who fight you when you tell them explicitly what they're doing incorrectly. Topics. For good reason (at least to ease avoiding resources leak) the ImGui_ImplDX11_CreateFontsTexture(); is a static procedure in imgui_impl_dx11. Display IMGUI. Write better code with AI Security. However I imagine it would be rather awkward in term of layout (in term of using the axis-aligned bounding box from the rotated image as the aabb used for layout), you'd practically want to set the cursor position before and maybe Hello, PushFont() currently needs to be called after ImGui::NewFrame(). FramePadding. ImGui does not support multitouch. And if I add ImGui::Text("Window DPI scale: %f", ImGui::GetWindowDpiScale()); to a window in the main viewport I get: You didn't specify the OS. May be removed later. x > scale. Contribute to EspetecDev/imgui_timeline_editor development by creating an account on GitHub. 0f), and using this value to scale the font: API docs for the ImGuiStyle_ScaleAllSizes function from the imgui_dart library, for the Dart programming language. md at master · ocornut/imgui You signed in with another tab or window. Zooming will scale that box and dragging with the middle mouse button will move everything. We embed it in the source code so you can use Dear ImGui without any file system access. aclysma/skulpin#62, mfeq/Qglif#2 and jazzfool/reclutch#26. And you also need to remember that if you scale the UI, ImGui needs to somehow now that all widgets now have differently sized collision boxes Nice things to use along dear imgui. Dear ImGui uses 16-bit indexing by default, so high-density ImPlot widgets like ImPlot::PlotHeatmap() may produce too many vertices into ImDrawList, which causes an assertion failure and will result in data truncation and/or visual glitches. Initial scale: Because I see non-100% dpi scale there. I'm making windows in ImGui and am trying to make some windows for a basic demo, and found the ImGui::SetNextWindowPos()&ImGui::SetNextWindowSize() functions and am For the nodes I can change font size and multiply all item sizes by a factor but I don't think that's viable. My second question is then, how does one specifically select that font size to be used? I do feel like I've missed an obvious thing here. We could in theory add a helper variant of ImGui::Image() that took an angle and scale, maybe a rotation center. Open Copy link Author. MIT license Activity. I'm using the following code as wrappers to ImGui::BeginTooltip() and ImGui::EndTooltip() to make sure that tooltips always remain on-screen and unobscured by the mouse cursor. Carlsen Jan Ivar Z. Is there detections for IMGUI? If so please let me know, I am looking to be UnKnoWnCheaTs - Multiplayer Game Hacking and Cheats you need to obfuscate the output of the encryption key of the render scale in the project module. DisplaySize is controlling the imgui render resolution in this concept. the following dialog (Python via pyimgui, sorry, hopefully you get the idea): with imgui. (ImGuiPlotType_Lines, label, num_datas, names, colors, getter, datas, values_count Some code may do things like ImGui::SameLine( ImGui::GetWindowContentRegionMax(). scale = 1 + Math. (You'll also have to modify imgui's display size and mouse position to match) Once receiving the WM_DPICHANGED message, reload fonts and resize style metrics according to DPI scaling. ImmApp is a thin extension of HelloImGui that local imgui = include (" imgui. We do this to allow us to High DPI support: scale UI according to DPI, whatever the platform. TTF/. Please note that windows application needs explicit enabling of dpi awareness. The docs in the demo says: I did try the ScaleAllSizes but it doesn't work correctly. Skip to content. Applying view to window doesn't change anything, because rendering function is not using Views for transforms - it'll be pretty resource intensive. h (i. This is the main solution that a majority of apps would use. IMGUI controls themselves are very simple You signed in with another tab or window. 0f is default size of default font). Here we worked around scaling issues by rasterizing fonts at twice size, but also reduce rendered fonts by half so they Back-ends: imgui_impl_opengl3. FontGlobalScale = 1. However, we do use ImFontAtlas::TexGlyphPadding to facilitate a hack we have that adds an outline to the glyphs in the font texture. Stars. Thank you. hpp file provided in examples/newPlugin. You signed in with another tab or window. For DPI awareness you can load/reload your font at different scale, and scale your Style with style. get_common_gl_state ¶ Backups the current OpenGL state Returns a tuple of results for glGet / glIsEnabled calls NOTE: when adding more backuped state in the future, make sure to update function restore_common_gl_state GUI layout designer for Dear ImGui raais. Constructors | Improve this Doc Rect(Point, Point) Scale the rectangle in the X and Y directions. You can query Glutin allows you to query the high-dpi factor by calling window. Set (100, 100 You signed in with another tab or window. Jan Ivar Z. This worked well until a few revisions ago (probably a change yesterday). . cpp and the code that got my attention is: window->Scroll = CalcNextScrol Each window can be polled for its DPI scale factor and they are correctly resized if moved to a window with a different scale factor or the user changes the monitor scale factor while the application is running. Right now, we use "FontAwesome 6", which provides ~1400 icons. You switched accounts on another tab or window. Maybe use a debugger and figure out what is wrong in your case. Outside of your specific use (appending new columns while table a showing): Thank you for the extremely timely fix! Note that even though there is a definitive bug here, since you are manually right-aligning it is surprising you used TextWrapped and not TextUnformatted? The system would use the window storage or custom global storage to persist information e. Vector graphics Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. 00!Read: 10 years of Dear ImGui! 🎉 💰 🙏 Dear ImGui is funded by your contributions and absolutely needs them to sustain and grow. I'm at the point now where I'm trying to get the UI in check but something that keeps slowing me down is the passing of a framebuffer texture to an ImGui Image. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions. When I change Window's DPI scale using the "Change the size of text, apps, and other items" option in the display settings, this number changes when the window is full screen. This is easily fixed by getting the DPI scale of the monitor (SDL_GetDisplayDPI(. CurrLineTextBaseOffset and adjust its height/size accordingly, but right now I feel we have accumulated a little bit too much of confusion/technical debt with handling of line-height, CurrLineTextBaseOffset and implicit height so I don't feel like going there very much presently I want to implement a simple smooth scrolling effect (same as the scrolling in Chrome and Mozilla browsing) I've read imgui. // Create a second Group which will be clipped // We want to clip the image and not scale it, which is why we need the second Group GUI. Scaling the fonts is done separately and is up to you. ; either It will "Scale the background image to be as large as possible so that the background area is completely covered by the background image. x - ImGui::GetStyle(). For example the padding Just saw your edit and details (they don’t appear in the e-mail notifications) there’s NO scaling as you have noticed, objects are displayed with the same pixel size, this is why they look the same way. SOKOL_IMGUI_API_DECL void simgui_create_fonts_texture(const simgui_font_tex_desc_t* desc); SOKOL_IMGUI_API_DECL void simgui_destroy_fonts_texture(void); I'd like to bake the same font in to my ImGui app with 2 or 3 different sizes so I can pick which is most appropriate for the required task. html file fixed the bluriness when using windows DPI settings above 100%. 0. lua ") --imgui. The easiest way to figure out how to use the library is to read the documentation of imgui itself, mostly in the imgui. Note that GitHub are now clamping release notes sometimes really badly, click on a header/title to read full notes. This is convenient when using this plugging for debugging but if you Calling imgui. x * 2 ); to align UI elements to the right, and due to the way auto-fit window sizing is handled, this will break when the scale factor decreases. projection: perspective, ortho or frustum view:: e. public struct Rect : High DPI / Dynamic Scaling for ImGui with GLFW. 0 scale (aka no scale) on those? Sorry for my bad explication. windows linux gui real-time layout imgui dear-imgui gui-builder dearimgui gui-creator gui-maker Resources. ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) became: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). There are 2 questions that i wanna ask: Is there a native way to scale/re-scale the ImGUI window (go What you can do is to scale the vertex coordinates output by imgui. DisplaySize which represent the total available space but that doesn’t impact the way items are rendered, it only impacts the projection matrix that is setup in Why wouldn't it scale properly on a 100% scale monitor, if you apply 1. I first discovered imgui principles at Q-Games where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time I have a 960x540 window I'm creating using OpenGL. Advanced layout handling: dockable windows, multiple layouts. width / textureSize. Option 1: Enable 32-bit indices by uncommenting #define It is currently very much like using the native library, which is very simple, flexible, and robust. h files, as well as the exported functions in cimgui. and that is how it looks when resolution is 1920x1017. It is typically 1 ImGui: Dear ImGui end-user API¶ // (This is a namespace. // should be viewed by setting viewport origin point and scale. Then you need to scale your size by the same ratio you altered the UV coordinates. [View source] def alpha=(alpha : Float32) # [View source] def anti_aliased_fill: Bool # Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc. translate. h at master · ocornut/imgui. Up until now, every IMGUI example provided in this guide has used Fixed Layout. 8 as the imgui_wgpu crate was still on 0. ) which may suit your void ImGui::LoadingIndicator (u32 started_showing_at) { float scale = platform_get_pixel_ratio (); ImVec2 cursor = ImGui:: Version/Branch of Dear ImGui: dear imgui, v1. Some people pass a high level "material" which embed texture and how to render it (shaders, etc. Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. While fixing it wouldn't be too hard (feel free to send a PR), I'm considering removing (4) We could rework ColorButton() to implicitly make use of window->DC. begin_popup_modal("A Dialog" I would like my renderer to act similar to imgui. My Issue/Question: On Windows, with a 4K display, using SDL + GL3 backends, I get a tiny view of ImGui. If your application uses Dear ImGui without HelloImGui or Dear ImGui Bundle, read on for more details: special care must be taken in order to correctly handle screen with high-DPI within ImGui. Rects are stored as X, Y (Location) and Width and Height (Size). ImGui does absolutely nothing but copy a void* for you and give it back to you. Plugins should include the framework. Using ImGui::GetBackgroundDrawList() you may submit AddImage() calls that I was wondering how I could safely implement IMGUI into my cheat. The OnGUI() function gets called every frame as long as the containing script is enabled - just like the Update() function. h and copy and adjust the code as it. 62 WIP. I am not very familiar with ImGui, just started working with it last week :) In my case the font scale works. (I want to use ImGui to make a virtual joystick on the left side of the Android screen (already implemented), and then make some buttons on the right side of the screen to allow the player to control the movement of the NPC while performing some other operations. // CalcTextSize("") should return ImVec2(0. Current state // can be queried with CanvasViewOrigin() and CanvasViewScale(). y for unframed items, == GetTextLineHeight() for single-line label. x - ImGui::CalcTextSize( ICON_FA_WRENCH ). Making Controls with IMGUI. 0f. Carlsen. Dear ImGui is about making things that are simple, efficient, and powerful. Copy link TheSillyDoggo commented Dec 28, 2023. opengl. (= height in pixels) of current font with current scale applied: IMGUI_API ImVec2 GetFontTexUvWhitePixel (); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API: In version 1. We can invoice and accommodate to many Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies - ocornut/imgui Removing image-rendering: pixelated; from the shell_minimal. The initial idea was to use the ImGui::Image function to display the image, use the second parameter of the ImGui::Image function to control the size of the image, then use the ImGui::SetCursorPos() function and the ImGui::GetCursorPos() function to control the center of the image, and then ImGui::GetCursorPos() function to control the center To: ocornut/imgui Subject: Re: [imgui] Range Slider . isWindowsFont - if this is true, then the fileName will be appended to the Windows Fonts path, so it loads a Windows font. Therefore, it is HIGHLY recommended that you EITHER:. But if scale is set to 150% when the imgui_bundle starts up, i get the low dpi IMGUI_API void SetWindowFontScale (float scale); // [OBSOLETE] set font scale. MouseDrawCursor is enabled). Note that I want the scaling I have implemented since it saves performance, I just want to turn off image scaling from ImGui side. Standalone, minimal, complete and verifiable example: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies - ocornut/imgui Version/Branch of Dear ImGui: Version: 1. Som With Imgui we can render windows, panels, etc. ) / 96. I realize it may be practical or common to try to call it at initialization time, will look if I can change it but it will probably create issue if the user try to symmetrically call PopFont() on application shutdown. For those who care, ImGuizmo - Immediate mode 3D gizmo for scene editing and other controls based on Dear Imgui You will likely want to use the "Scale With Screen Size" mode. I found out that for me it worked to add a low res height and width then scale. Now let’s move on and take a look at how our IMGUI system utilizes this to make sure the UI renders crisp. g. For element types we use the same names as in ImGui itself. This repo will remain intact, but archived, if you're too stubborn to use Vulkan. 3. font/text. OTF files. dll Syntax [Serializable] public struct Rect : IFormattable. y is greater than zero. [View source] This worked fine when I was using GLFW window as it doesn't scale textures automatically when window resizes. Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. devicePixelRatio if you wanted to scale your widgets accordingly. Texture resources (font atlas textures) are also need to reload. ScaleAllSizes(). The early version of this library was developed with the support of Media Molecule and first used internally on the game Tearaway. 2016-07: Using imgui with STL types blog [note that this article is now outdated: BeginCombo() api makes it natural to enumerate from any containers, InputText() supports resizing callbacks and imgui_stdlib. You can also pass mousePosition and displaySize yourself instead of passing the window. y -= ImGui::GetItemsLineHeightWithSpacing() it works just like my version, so yes, I'll switch to ImGui::GetContentRegionAvail(), but I still have to check if max. COMRADE in its incomplete state The Imgui UI will still render into the swapchain image directly, so it will always render at native resolution. FontGlobalScale = (float)dpiScale; ImFontConfig fontConfig; fontConfig. rotary2k is offline 2nd May 2022, 05:39 PM #3 Back-ends: imgui_impl_dx11. matrix, RotateAroundPivot. It would be good if the examples showed how to scale imgui by that factor so that it is not so tiny! Note: Transfer ownership of 'ttf_data' to ImGui::ImFontAtlas!Will be deleted after destruction of the atlas. I can pass an image, however, it doesn't seem to want to scale correctly to the viewport which I find most frustrating (below is an image for reference). lookAt, based on position, target and up vector of the camera model: object position, scale and/or rotation; Then in the vertex shader one has either a single uniform called uMVP or two You should refer to those also to learn how to use the imgui library. c_str(), &show_another_window/*, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitl JavaScript bindings for Dear ImGui using Emscripten and TypeScript, modularized with webpack - zhobo63/imgui-ts. Scale Mode: Aspect ratio fitting mode to use: Color: The color to multiply the video by. I'm drawing on multiple channels to achieve layering but this isn't necessary. // To scale your entire UI (e. Here is a Python implementation of this function, if anybody needs it; valid for at least the current version of pyimgui at the time of this writing: Contribute to thedmd/imgui-node-editor development by creating an account on GitHub. A hacky solution is to skip rendering Details: My Issue/Question: I am using Dear ImGui as the primary UI for an application, not drawing or rendering anything with SDL2 or OpenGL other than Dear ImGui. height; auto scale = textureSize / screenSize; return scale. The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. // __HelloImGui:: ImGui::GetIO(). // Update DPI scale float new_dpi_scale; if static void ImGui_ImplGlfw_UpdateMonitors imgui/imgui. The ImGui module type is set to Developer, what means that if it is not referenced by other runtime modules, it can be automatically excluded from shipping builds. Follow So you have to scale ESP by distance and incorporate your game resolution. 52 the behavior of ImGuiWindowFlags_AlwaysAutoResize has changed when using columns to arrange widgets - it looks like the auto resize doesn't account for the columns. 0 or -1. You can drag canvas using the right mouse button. Comments. Thanks for posting this! This is a good idea, but a PR would make thing simpler, both for me and for anyone wanting to try, merge and tweak this. Now we are going to add a slider to imgui to control this draw scale parameter. I searched through the code examples for PushFont()/PopFont() and IMGUI_API float GetFontSize (); // get current font size (= height in pixels) of current font with current scale applied: IMGUI_API ImVec2 GetFontTexUvWhitePixel (); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API imagine a window with always autosize and a treenode structure where every node is extended with a button on same line. Now ImGui::GetWindowSize() is returning several different sizes for even the simplest single-line-of Dear Ocornut, is there a chance to change the font size within a ImGui::Child or a ImGui::Begin? I have checked a lot of options no result so far. Perhaps your shader/render settings are incompatible with the texture you are using. Sign in Product GitHub Copilot. sizeScale - normally 1, scale of the font glyphs to be rasterized, the final pixel size is scale Hi, Is it possible to make ImGui windows fit e. Note that it could also be applied to ImGui own storage for e. BeginGroup (new Rect (0,0,playerEnergy * 256, 32 A Software Renderer for Dear ImGui. ImGui Bundle includes a library named ImmApp (which stands for Immediate App). if you want your app to use High DPI or generally be DPI aware) you may use this helper function. but it would be nice to at least use an approximate version of the correct size rather than zero. enter image description here. public void Scale(double scaleX, double scaleY) Parameters. 345 9 9 silver badges 14 14 bronze badges. though the current design for those is that we have a set of hash->value and it's not really designed to persist, so dumping out the hash->value map would work but that would be anonymous and impossible to "clean". You can add extra ImGui:: functions in your own separate file. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. hoh edqt itucx kauh nghigcoh cuyx wlbnbz flb xqelgx cftu