Imgui scale. My goal is to have an application that correctly DPI .
Imgui scale MouseDrawCursor is It got behind when I was migrating the tutorial to 0. public struct Rect : This library is poorly documented at the moment and expects the user to be acquainted with C/C++. HelloImGui::Run() will run an application with a single call. dll Syntax [Serializable] public struct Rect : IFormattable. Refer to existing node editors and e. (You'll also have to modify imgui's display size and mouse position to match) ImGui::GetStyle(). 5 times each time is pressed. Useful for fading to black or fading to There's not a single yes/no answer to that question. Vector graphics 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. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. Hello @ebachard,. Could you confirm that the opengl3_example in the upstream ocornut/imgui repository scales as expected on OS X? If it works, I can apply the same ideas here. 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. Scale of 1: I think I tracked down the issue (to a certain point). Declaration. cpp Compiler: g++ Operating System: Linux (Manjaro Gnome) My Issue/Question: My ImGui program with SDL and OpenGl doesn't scale like the rest of my application in my computer. Advanced layout handling: dockable windows, multiple layouts. It demonstrates all the widgets, together with an example code on how to use them. You don't need to change your font size, which will screw your layout. 0f with RasterizerDensity set to 1 (the default value); One font with 16. Regards. cpp and the code that got my attention is: window->Scroll = CalcNextScrol 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 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. I think there's something with rust's winit crate itself, because if I change the scale factor in OS settings, all the desktop elements are scaled, but the imgui stays the same. DipHelpers. Contribute to ocornut/imgui_club development by creating an account on GitHub. For example, I enabled per monitor DPI awareness and played with different DPI values, but it didn't scale imgui. In Unity5, Unity accidentally set the WRONG default option on that menu. (e. lua ") --imgui. I would like my renderer to act similar to imgui. . Good Afternoon, I was wondering if it was possible to increase the font size of a button? Just would like to make some things a little easier to read. I. SDL2, GLFW3, and Glutin basically don't seem to have proper support for reading the frame buffer scale on X11, Wayland or Win32. 52 // (main code and documentation) // See ImGui::ShowTestWindow() Scaling the fonts is done separately and is up to you. All imgui text supports the usage of icons. 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. In my case I was looking to add the information on whether If I just use ImGui::GetContentRegionAvail(), the slider float at the bottom of the window is always clipped out of the window. Now let’s move on and take a look at how our IMGUI system utilizes this to make sure the UI renders crisp. Back-ends: imgui_impl_SDL2. Back-ends: imgui_impl_win32. 80 Branch: docking Back-ends: imgui_impl_opengl3. My Issue/Question: Hello, I know the questions about high DPI scaling have been asked a lot around here, however I do not think that I found a solution in the github issues. But the factor should be dependent on the window ImGui is rendered into (and on which display it’s I want the table column widths always to scale with the table size in x dimension, while beeing able to set custom widths. Please note that windows application needs explicit enabling of dpi awareness. For element types we use the same names as in ImGui itself. I can see the text is created big in the glyph atlas and if I scale it down its shown at smaller sizes. Cf. cpp Compiler: Apple Clang Operating System: \\ here put in a call to user code the scales the fonts and UI based on the contents of mode - the following is just an example of code that changes the font to among a few pre-determined ones 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 You signed in with another tab or window. Rects are stored as X, Y (Location) and Width and Height (Size). Note that I want the scaling I have implemented since it saves performance, I just want to turn off image scaling from ImGui side. The ini file support appears to only store pos, size and collapsed values for the windows. Until they fix the problem, it is essential to remember to select "scale with screen space". projection: perspective, ortho or frustum view:: e. You can also pass mousePosition and displaySize yourself instead of passing the window. You can add extra ImGui:: functions in your own separate file. Icons⚓︎. Option 1: Enable 32-bit indices by uncommenting #define For good reason (at least to ease avoiding resources leak) the ImGui_ImplDX11_CreateFontsTexture(); is a static procedure in imgui_impl_dx11. hpp file provided in examples/newPlugin. I just want to change my normal FontSize between my Childs. https: But when trying to do the same in ImGui, my image gets twice the scaling. I expect InputText to fill that area. What ever size imgui application has, imgui widget window size do not change. 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. 24. Compiler, OS: Windows 11 + MSVC. Ps: DEBUG = false to turn off debugs println() Back-ends: imgui_impl_glfw. 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). ImGui: Dear ImGui end-user API¶ // (This is a namespace. ; 20+ Back-ends: ImGui. local imgui = include (" imgui. I have a 200% scaling factor on my monitor and the imgui program act like I have a 100% scaling factor. My goal is to have an application that correctly DPI I have decided to include a few better color themes in the default packaging, perhaps as soon as next release (1. cpp + imgui_impl_sdl * build script for macos * Switch to ImGui fork with fixed highdpi on Mac See ocornut/imgui#3757 for details * Revert dpi scaling constant * Fix for compatibility with SDL 2. Saved searches Use saved searches to filter your results more quickly I noticed on the feature/roadmap list an item for plots/graphs. enter image description here. 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 Due to Dear ImGui issue ocornut/imgui#5301, the font scaling on HiDPI setup (only on macOS) is not correct and results in blurry text. fixed delta game loops) 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. Additional resources: GUI. That's the only problem you're having. The question now is: Are there any ways to uniformly scale any sized texture to fit a given window? // Read online: https://github. ImGui. As a result, Rects cannot have negative Width or Height. * remove stale code * compile API docs for the ImGuiStyle_ScaleAllSizes function from the imgui_dart library, for the Dart programming language. Font scaling is currently a large can of worm in dear imgui land. For that it uses DipFactor() in VL. 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 work. Solved 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). cpp. The MediaPlayer component to display: Scale Mode: Aspect ratio fitting mode to use: Color: The color to multiply the video by. Hello, is it possible to somehow clip an image without scaling it? I tried cheating by making the image in it's own window but the window doesn't crop the image corners when WindowRounding style is applied. Dear ImGui puts a different type of burden on you, if your code to iterate and submit your structures is abnormally slow (unnecessary allocations, copies) and you are Dear ImGui comes with a complete demo. 8 as the imgui_wgpu crate was still on 0. Plugins should include the framework. ; Handy Getting Started guide to integrate Dear ImGui in an existing application. But, it`s ok as below. The reasoning is that I want to do it to reduce the like-hood of people actually messing up too much with Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies - imgui/docs/FONTS. It is fast, portable, renderer agnostic, and self-contained (no external dependencies). For DPI awareness you can load/reload your font at different scale, and scale your Style with style. cpp Circumvent that by creating hereafter code in global void ImGui_ImplDX11_ReCreateFontsTexture() (tail it in imgui_impl_dx11. 71 Branch: What we are missing is a standard float storage to query that scale for when we need to scale a constant not based on any font or style style, but it's better if you express them as factor of those. that is how imgui looks like when resolution is 1280x720 . Since we will need to set up a custom key callback to handle ImGui input text controls, we need to keep track of a previous key callback in prevKeyCallBack to properly use it and free it. 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. I am then drawing that texture to an Still doesn't work. cpp + imgui_impl_opengl2. sizeScale - normally 1, scale of the font glyphs to be rasterized, the final pixel size is scale ImGui::Text("hello 菜单 在哪 里文件 我是中文a"); If I delete an "a" at the end of the Chinese characters, the compiler will say there is something wrong with this line, seems like missing bracket ')'. Please don't modify imgui source files!) Context creation and access¶ Each context create its own ImFontAtlas by default. COMRADE in its incomplete state. io. (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. This repo will remain intact, but archived, if you're too stubborn to use Vulkan. Screenshots/Video. the following dialog (Python via pyimgui, sorry, hopefully you get the idea): with imgui. The library is still intended to minimize screen real estate use but better styling would be helpful. Type Name Description; System. and that No worries! That said, just as feedback from a new-ish user: because the comments stretch out so far past my editor's width, it's a bit of a pain to read them, so I think I got lazy and didn't see the 'window space' comment. It would be convenient to be able to use the ini files to store other settings as well. cpp + imgui_impl_dx12. I'm using imgui via pyimgui and GLFW. public class ExampleClass : MonoBehaviour { private Vector2 scale = new Vector2(1, 1); private Vector2 pivotPoint; Version/Branch of Dear ImGui: Version: 1. cpp Compiler: clang Operating System: Mac OS Monterey, Mac Mini M1. While fixing it wouldn't be too hard We'll be using the window's scale factor to Details: My Issue/Question: Hello! Currently I'm having two fonts loaded in my application: One font with 16. 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. My idea was to use vectors like (4) We could rework ColorButton() to implicitly make use of window->DC. Double: scaleX: API# Run Application#. y -= ImGui::GetItemsLineHeightWithSpacing() it works just like my version, so yes, English. You can drag canvas using the right mouse button. But perhaps I just overcomplicate things. Added comments about the right way to scale your UI. lua should be in same folder and AddCSLuaFile'd hook. Box (Rect (0,0,256,32 Version: git 65f4be1 Branch: master Back-ends: imgui_impl_sdlrenderer. We do this to allow us to have windows with very translucent backgrounds (to avoid obscuring the game behind), while keeping the text legible regardless of what's going on 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 key is the unique name of the font to be used in various imgui calls. In addition to that, there is a new method called createUIResources which is ** ImGui styling is still rather awkward, lots styling parameters are specified in pixels and thus may not scale the way you expect if you rescale a font. Collections; // Scale a button by 1. Dragging canvas will add a render offset between ImGui content and the Modifies GUI. As you can see, most of the stuff here will be very familiar to you, we just set up the shaders and the uniforms. Screenshots/Video Scale of 2: I'm drawing it in a child window, hence the border. Three signatures are provided: HelloImGui::Run(RunnerParams &): full signature, the most customizable version. This worked well until a few revisions ago (probably a change yesterday). public void Scale(double scaleX, double scaleY) Parameters. Therefore, it is HIGHLY recommended that you EITHER:. 0f, g. ImGui does not support multitouch. 91, Branch: docking. Call ImGui functions (ImGui::Begin(), ImGui::Button(), etc. Outside of your specific use (appending new columns while table a showing): 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. com/ocornut/imgui/tree/master/docs // This is a example of very simple High DPI supported and DPI changing handling: // - Resize Win32 window automatically (WM_DPICHANGED) // - Resize Dear Rect - The primitive which represents a rectangle. Core. BeginGroup (Rect (0,0,playerEnergy * 256, 32)); // Draw the foreground image GUI. ImGui Viewport Texture not fitting scaling to AvailableContentRegion . Up until now, // 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. but it would be nice to at least use an approximate version of the correct size rather than zero. Closed medbensalah opened this issue Jan 12, 2023 · 2 comments Closed Scaling/Zooming #6074. – Nice things to use along dear imgui. E. The Imgui UI will still render into the swapchain image directly, so it will always render at native resolution. isWindowsFont - if this is true, then the fileName will be appended to the Windows Fonts path, so it loads a Windows font. Dear ImGui is about making things that are simple, efficient, and powerful. You signed in with another tab or window. And that is what ImFontConfig::Density is for. Net + FNA (C#) Operating System: Windows. Unfortunately this method seems only to return the DIPFactor of the primary monitor. Details: My Issue/Question: Hi ! I am making a simple serial terminal application using dear imgui and libserialport library in cpp. Right now, we use "FontAwesome 6", which provides ~1400 icons. matrix, RotateAroundPivot. Thank you. Version/Branch of Dear ImGui: Version 1. Runs an application whose params and Gui are provided by runnerParams. How do I scale the entire GUI? I need to support high DPI displays. ScaleAllSizes((float)dpiScale); ImGui::GetIO(). aclysma/skulpin#62, mfeq/Qglif#2 and jazzfool/reclutch#26. HelloImGui is extremely easy to use: there is one main function in the API, with three overloads. You can cherry pick patch to ImGui & FreeType atlas builder that add ImFontConfig::Density support from my feature/hidpi-support branch. g. Because I see non-100% dpi scale there. h provides wrapper Optionally ignore text after a ## marker. Full config/build information: No response. When the auto-resize window flag is set and the system scaling is not 100%, the dialog size seems to be incorrect. FontGlobalScale = (float)dpiScale; ImFontConfig fontConfig; fontConfig. Call ImGui::SFML::Update(window, deltaTime) where deltaTime is sf::Time. 7 at the time. Recent 1. I can easily get a scale factor from GLFW, but I can't figure out how Prefer to express values as multiple of reference values such as ImGui::GetFontSize() or ImGui::GetFrameHeight(). 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 It is critical to select "scale with screen space". 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. For those who care, . 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. I haven't updated it since. * simple scale technique worked. * check DisplayFramebufferScale * start making a shim * automatic detection of scale factor on macos * make nix build succeed. ,) that could then be integrated with the rest of the ImGui framework to create a dynamic dashboard. 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 // dear imgui, v1. 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 Compiler: MSVC Operating System: Windows. Constructors | Improve this Doc Rect Scale the rectangle in the X and Y directions. 50). If I do max. Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. md at master · ocornut/imgui 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 First, the inner window won't inherit the scaling from the grandparent window two layers up, so you'll have to add another call to ImGui::SetWindowFontScale() in the grandchild. begin_popup_modal("A Dialog" Zooming will scale that box and dragging with the middle mouse button will move everything. )Call ImGui::EndFrame after the last ImGui::End in your update function, if you update more than once before rendering. What you need is to increase resolution of generated font atlas. This PR is a workaround for that. using UnityEngine; using System. Skia. cpp + imgui_impl_opengl3. Tip. matrix to scale all GUI elements around a pivotPoint. ScaleAllSizes(). Image 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. 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 100% The widgets stay at the same For some reason the framebuffer texture is not being scaled to fit but more so just being placed in the ImGui Canvas. e. 72 update made a change to window font scale: Fixed old SetWindowFontScale() api value from not being inherited by child window. Initial scale: Result when increasing window size: (Due to extreme scaling, image pixels are visible) Result when decreasing window size: You should refer to those also to learn how to use the imgui library. High DPI support: scale UI according to DPI, whatever the platform. My Issue/Question: Hello, I am trying to make a pixel art game and have written my game scene to a render texture. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. However, we do use ImFontAtlas::TexGlyphPadding to facilitate a hack we have that adds an outline to the glyphs in the font texture. Thank you in advance for your time! Namespace:ImGui Assembly:ImGui. , scatter, pie, box and whiskers, heatmap, etc. You switched accounts on another tab or window. OversampleH = 2; Learn how to make your IMGUI application DPI-aware and crisp on high resolution monitors. // CalcTextSize("") should return ImVec2(0. 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 I am not very familiar with ImGui, just started working with it last week :) In my case the font scale works. I would be interested in seeing several common chart types that are currently not available (i. You signed out in another tab or window. UI. Now ImGui::GetWindowSize() is returning several different sizes for even the simplest single-line-of Version/Branch of Dear ImGui: Version: 1. 0 on Mac * Switch to fmt#udt for 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. So e. ImGui::Text("hello 菜单 在哪里文件我是中文a"); ImGui::Text("hello 菜单 在哪 里文件 Plugins can be added to the plugins directory, next to the executable, and will be automatically loaded. Turns out it's probably better to use Skulpin. ToSkiaLayer already does factor in the display scaling. cpp, tail is safer and easier to track) which will in charge of Releasing any Usually, that is done via a transformation matrix which is the result of a projection, view and model matrix (hence mvp matrix). I've used DPI awareness with many other opengl applications successfully and that worked fine for properly scaling the Windows window itself, Scaling/Zooming #6074. 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. 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 IMGUI is always the rendered last and an top of all other rendering. Note: Oversampling afaik is here to fight artifacts on small Global alpha applies to everything in Dear ImGui. But the value is only being inherited from an immediate parent (not the whole window set up to the root). // Tips: if you need to change your scale multiple times, prefer calling this on a freshly initialized ImGuiStyle I want to implement a simple smooth scrolling effect (same as the scrolling in Chrome and Mozilla browsing) I've read imgui. The docs in the demo says: I did try the ScaleAllSizes but it doesn't work correctly. Check out the interactive ImGui example. VL. We're not using / doing any of the things in questions 1-5. More info See in Glossary when using the IMGUI system: Fixed and Automatic. the font size 16 looks exactly the Dear ImGui is a bloat-free graphical user interface library for C++. [View source] def alpha=(alpha : Float32) # [View source] def anti_aliased_fill: Bool # Enable anti-aliased edges around filled shapes Scale software rendered mouse cursor (when io. Reload to refresh your session. fileName - this is the filename of the font, relative to the game fonts folder (/ui/common/). Having said that. if we want to use decoration it make sense to use also resizing feature of the windows. --First 3 arguments are equivalent to This sort of scaling is not the highest quality, as normally you would want to perform some more complicated logic for the upscaling like applying some sharpening, or doing fake antialiasing as part of that scaling. The Wiki is a hub to many resources and links. 0f but with RasterizerDensity set to 5 (I'm using thedmd's node editor, so I'm using this ultra-dense font as a workaround for zooming; I noticed that when using Immediate mode 3D gizmo for scene editing and other controls based on Dear Imgui - CedricGuillemet/ImGuizmo Back-ends: imgui_impl_dx11. Reference⚓︎. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use Long story short: The ImGUI window looks perfect on 1080p, but, obviously it looks tiny on resolutions such as 4K. The black rectangle represents a canvas border. zeyuchpakheyjnzlrnubvswcvaydptppkptfkzoww
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