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Docs: update docs/comments about ImTextureRef, ImTextureID. (#8783)
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38
docs/FAQ.md
38
docs/FAQ.md
@@ -389,8 +389,8 @@ node open/closed state differently. See what makes more sense in your situation!
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### Q: What are ImTextureID/ImTextureRef?
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**Short explanation:**
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- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
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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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- To load and display your own textures, refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
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- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
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- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
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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), but the examples linked above may be useful references.
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@@ -398,12 +398,20 @@ node open/closed state differently. See what makes more sense in your situation!
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**Details:**
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1.92 introduced `ImTextureRef` in June 2025.
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- Most drawing functions using ImTextureID were changed to use ImTextureRef.
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- We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
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- All drawing functions using `ImTextureID` were changed to use `ImTextureRef`.
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- You can trivially create a `ImTextureRef` from a `ImTextureID`.
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- **If you use Image functions with textures that you have loaded/created yourself, you will mostly likely only ever store/manipulate `ImTextureID` and then pass them as `ImTextureRef`.**
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- You only NEED to manipulate `ImTextureRef` when dealing with textures managed by the backend itself, aka mainly the atlas texture for now.
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- We intentionally do not provide an implicit `ImTextureRef` -> `ImTextureID` cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
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**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.**
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```cpp
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#ifndef ImTextureID
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typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
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#endif
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```
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- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
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- User may submit their own textures to e.g. ImGui::Image() function by passing the same type.
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- User may submit their own textures to e.g. `ImGui::Image()` function by passing this value.
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- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd.
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- Compile-time type configuration:
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- To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
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@@ -411,13 +419,27 @@ node open/closed state differently. See what makes more sense in your situation!
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- You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators.
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**ImTextureRef = higher-level identifier for a texture.**
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```cpp
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// Store a ImTextureID _or_ a ImTextureData*.
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struct ImTextureRef
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{
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ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
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ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
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inline ImTextureID GetTexID() const { return _TexData ? _TexData->TexID : _TexID; }
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// Members (either are set, never both!)
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ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
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ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
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};
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```
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- The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
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- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
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- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
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- When a texture is created by user code (e.g. custom images), we directly stores the low-level `ImTextureID`.
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- When a texture is created by the backend, we stores a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
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- There is no constructor to create a `ImTextureID` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
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- If you want to bind the current atlas when using custom rectangle, you can use `io.Fonts->TexRef`.
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- When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`.
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- Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
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- When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
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- There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
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- If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`.
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- Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }`
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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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5
imgui.h
5
imgui.h
@@ -317,7 +317,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
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// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
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// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
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// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
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// - User may submit their own textures to e.g. ImGui::Image() function by passing the same type.
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// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
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// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
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// ImTextureRef, which is stored inside a ImDrawCmd.
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// - Compile-time type configuration:
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@@ -337,11 +337,12 @@ typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or
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#define ImTextureID_Invalid ((ImTextureID)0)
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#endif
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// ImTextureRef = higher-level identifier for a texture.
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// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
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// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
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// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
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// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
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// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
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// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
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// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
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// to extract the ImTextureID value during rendering, after texture upload has happened.
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// - There is no constructor to create a ImTextureID from a ImTextureData* as we don't expect this
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@@ -3671,7 +3671,6 @@ namespace ImGui
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//inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
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//inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
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// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
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// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
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// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
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// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0'
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