so i've noticed the issue i had with filledint: if the values are decreasing, i.e. instead of 0,100 it is 100,0 then ctrl+click to set value is completely not working at all, it sets max or min irrespective of value.
so i've noticed the issue i had with filledint: if the values are decreasing, i.e. instead of 0,100 it is 100,0 then ctrl+click to set value is completely not working at all, it sets max or min irrespective of value.
so i've noticed the issue i had with filledint: if the values are decreasing, i.e. instead of 0,100 it is 100,0 then ctrl+click to set value is completely not working at all, it sets max or min irrespective of value.
Well, that is easy to fix. Updated "docking" dll.
does not seem to be updated recently and consequently slider set value is still wrong. EDIT: i've found the correct one, looked in the docking tree.
i have a question, perhaps @rrraptor you know a solution. so in my windows having a titlebar is informative but sometimes i also have a menubar right below it and together it's a waste of space as they could be on the same line. is there a way to add menu elements to the title bar? solving from the other direction, i could of course disable the titlebar and only have a menubar with the same colors. the only functional difference is that i want to set that only the titlebar can be dragged but if i disable it then again the whole window is draggable, which i do not want. so with this solution i'd need somehow to limit draggability to the menubar.
EDIT: i've found a workaround using imgui:beginChild("fake1",nil,nil,nil, ImGui.WindowFlags_NoMove) but it's a bit ugly as i need two beginChild, one with no windowpadding (to prevent dragging even the boundary areas) and one with padding so that it looks as it should (having a boundary).
EDIT: and even this workaround has the weakness that i cannot double-click on the menubar to collapse the window, like the titlebar works.
EDIT: and it turns out that with two beginChild for some reason the boundary area IS draggable, so it's far from optimal.
@hgy29 I asked on the discord server about fonts and that is what I get:
Any thoughts?
Yes, I think the issue is on our side somehow, but alpha blending is correctly enabled and we already dealt with premultiplied alpha. Moreover the full texture seems badly rendered, so it can't be a texture coordinate issue for individual characters. We tried filtering with no luck, and we tested in no scale mode iirc. I am not sure what is left. What could help is getting the original texture data pixel values (not rendered by gideros), and if the glyphs are badly rendered in that texture then it is a font generation issue. If they are well formd, then it is a rendering issue.
@rrraptor , it would be nice if we could setScale and setPosition an imgui object so that it works correctly afterwards (now the clicks etc are incorrect after a scaling e.g.)
Good news. First, I know why fonts looks so ugly, second, I dont know how to fix it Hope @hgy29 can help. And the problem is still with premultiplied alpha Here is the proof:
As you can see it works with Light theme. But colors messed up (too bright).
i have a question, perhaps @rrraptor you know a solution. so in my windows having a titlebar is informative but sometimes i also have a menubar right below it and together it's a waste of space as they could be on the same line. is there a way to add menu elements to the title bar? solving from the other direction, i could of course disable the titlebar and only have a menubar with the same colors. the only functional difference is that i want to set that only the titlebar can be dragged but if i disable it then again the whole window is draggable, which i do not want. so with this solution i'd need somehow to limit draggability to the menubar.
Hm, Im not an expert You can ask someone on discord server.
@rrraptor , it would be nice if we could setScale and setPosition an imgui object so that it works correctly afterwards (now the clicks etc are incorrect after a scaling e.g.)
Good news. First, I know why fonts looks so ugly, second, I dont know how to fix it Hope @hgy29 can help. And the problem is still with premultiplied alpha Here is the proof:
As you can see it works with Light theme. But colors messed up (too bright).
Yes, that must be again premultiplied alpha, and I think I know what we forgot! We didn't premultiply alpha on texture pixels (texels) themselves, which Gideros does internally. It must be that.
Source code updated. Note for @hgy29 : I moved imgui_user.h & .cpp files to root dir (because of "docking" branch). They were also updated (added new widget). ImGui sources (in imgui_src dir) also slightly modified (fonts fix and ImGui.ClampOnInput fix).
Or maybe I should fork gideros repo and change it ...?) That would be better for you
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@rrraptor , it would be nice if we could setScale and setPosition an imgui object so that it works correctly afterwards (now the clicks etc are incorrect after a scaling e.g.)
Done.
I can also add rotation support, but Im not very experienced with transform matrices, so it can take some time
I want to separate "draw lists", "io" and "styles" function to a different object. But I have some troubles with c++ knowledge (all this pointers and references...)
So it will look like:
local style = imgui:getStyle()
style:setAlpha(0.5)-- global alpha, right now it is called like that: imgui:setGlobalAlpha*0.5)
Comments
is there an equivalent function for setting Vars instead of pushing them?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
@hgy29 I asked on the discord server about fonts and that is what I get:
Any thoughts?
if the values are decreasing, i.e. instead of 0,100 it is 100,0 then ctrl+click to set value is completely not working at all, it sets max or min irrespective of value.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
EDIT: i've found the correct one, looked in the docking tree.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
so in my windows having a titlebar is informative but sometimes i also have a menubar right below it and together it's a waste of space as they could be on the same line. is there a way to add menu elements to the title bar? solving from the other direction, i could of course disable the titlebar and only have a menubar with the same colors. the only functional difference is that i want to set that only the titlebar can be dragged but if i disable it then again the whole window is draggable, which i do not want. so with this solution i'd need somehow to limit draggability to the menubar.
EDIT: i've found a workaround using
imgui:beginChild("fake1",nil,nil,nil, ImGui.WindowFlags_NoMove)
but it's a bit ugly as i need two beginChild, one with no windowpadding (to prevent dragging even the boundary areas) and one with padding so that it looks as it should (having a boundary).
EDIT: and even this workaround has the weakness that i cannot double-click on the menubar to collapse the window, like the titlebar works.
EDIT: and it turns out that with two beginChild for some reason the boundary area IS draggable, so it's far from optimal.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
What could help is getting the original texture data pixel values (not rendered by gideros), and if the glyphs are badly rendered in that texture then it is a font generation issue. If they are well formd, then it is a rendering issue.
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
And the problem is still with premultiplied alpha
Here is the proof:
As you can see it works with Light theme. But colors messed up (too bright).
Added cursor rendering support.
Enabled by
Likes: MoKaLux
Fixed. Now I can start working on fonts API
Likes: MoKaLux
Note for @hgy29 : I moved imgui_user.h & .cpp files to root dir (because of "docking" branch). They were also updated (added new widget).
ImGui sources (in imgui_src dir) also slightly modified (fonts fix and ImGui.ClampOnInput fix).
Or maybe I should fork gideros repo and change it ...?) That would be better for you
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux, SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
http://forum.giderosmobile.com/discussion/comment/63943/#Comment_63943
Likes: keszegh
Edit: Just noticed it was!
https://wiki.giderosmobile.com/index.php/Dear_ImGui
https://deluxepixel.com
I think someone should suggest it for inclusion here: https://github.com/ocornut/imgui/wiki/Bindings
Likes: MoKaLux
https://deluxepixel.com
I can also add rotation support, but Im not very experienced with transform matrices, so it can take some time
P.S. dll's updated
Likes: SinisterSoft, MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
But it is kinda useless because window clipping brakes...
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
So it will look like:
Fragmenter - animated loop machine and IKONOMIKON - the memory game
P.S. same for standard object