Input Text Cursor Rendering Issues Issue 7031 Ocornut Imgui Github
Input Text Cursor Rendering Issues Issue 7031 Ocornut Imgui Github Version branch of dear imgui: back end renderer compiler os. my issue question: i would like the rendering of the text cursor in input controls to be more configurable. right now the rendering is done by drawing a 1px line. that is problematic with dpi scaling so the cursor is barely visible. I have pushed a basic integer rounded scale value for cursor thickness, based on the value passed to `style.scaleallsizes ()`. this is not perfect but i haven't had time to standardize style scaling technique yet.
Input Text Cursor Rendering Issues Issue 7031 Ocornut Imgui Github Issue numbers (#) refer to github issues listed at github ocornut imgui issues xxxx the list below consist mostly of ideas noted down before they are requested discussed by users (at which point they usually exist on the github issue tracker). This page documents dear imgui's configuration and customization systems, covering how to adapt the library's behavior, appearance, and features to your application's needs. Fixed a similar issue related to clipping large amount of text. inputtextmultiline: avoid going through reactivation code and fixed losing revert value when activating scrollbar. inputtextmultiline: fixed an issue where edit buffer wouldn't be reapplied to back buffer on the isitemdeactivatedafteredit () frame. Dear imgui outputs vertex buffers and command lists that you can easily render in your application. the number of draw calls and state changes required to render them is fairly small.
Suggest Issue 6403 Ocornut Imgui Github Fixed a similar issue related to clipping large amount of text. inputtextmultiline: avoid going through reactivation code and fixed losing revert value when activating scrollbar. inputtextmultiline: fixed an issue where edit buffer wouldn't be reapplied to back buffer on the isitemdeactivatedafteredit () frame. Dear imgui outputs vertex buffers and command lists that you can easily render in your application. the number of draw calls and state changes required to render them is fairly small. I never encountered any issues regarding rendering interop with the existing urho3d gui (aside from running multiple imguielements at the same time) since it's all ui backfaces don't really make any sense it's more urho3d being pedantic than meaningful. It handle mouse dragging correctly (both dragging that started over your application or over a dear imgui window) and handle e.g. popup and modal windows blocking inputs. note: those flags are updated by imgui::newframe(). Integrating dear imgui within your custom engine is a matter of wiring mouse keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. As pointed by daniel, and assuming you are referring to the “text” field reverting, you are copying object.lobjectname.c str() to objectname[] every frame, which acts as a revert as soon as the inputtext () is inactive.
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