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Docs: update FAQ about label/ID system. (#9318)
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docs/FAQ.md
122
docs/FAQ.md
@@ -25,7 +25,7 @@ or view this file with any Markdown viewer.
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| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
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| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
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| **Q&A: Usage** |
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| **[About the ID Stack system..<br>Why is my widget not reacting when I click on it?<br>Why is the wrong widget reacting when I click on one?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** |
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| **[About the ID Stack system...](#q-about-the-id-stack-system)**<br>**[How can I have multiple widgets with the same label?](#q-how-can-i-have-multiple-widgets-with-the-same-label) (using `##` or `PushID()`)**<br>**[How can I have widgets with an empty label?](#q-how-can-i-have-widgets-with-an-empty-label) (using `##`)**<br>**[How can I animate the label of an existing widget?](#q-how-can-i-change-the-label-of-an-existing-widget) (using `###`)**<br>**[General description of the label and ID Stack system.](#general-description-of-the-label-and-id-stack-system)** |
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| [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
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| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
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| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
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@@ -263,15 +263,19 @@ ctx->RSSetScissorRects(1, &r);
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# Q&A: Usage
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### Q: About the ID Stack system...
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### Q: Why is my widget not reacting when I click on it?
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### Q: Why is the wrong widget reacting when I click on one?
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### Q: How can I have widgets with an empty label?
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### Q: How can I have multiple widgets with the same label?
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### Q: How can I have multiple windows with the same label?
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## Q: About the ID Stack system...
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**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
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<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
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<br>Read the questions in this section for a more general understand of how labels and ID works in Dear ImGui.
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TL;DR;
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- Widgets labels are also used to compute Widgets unique identifiers.
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- Unique identifiers are hashes of the label + of the parent scope (e.g. parent window or parent tree node labels).
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- You can use `PushID()` to append to the identifier without making it visible.
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- You can use `"##something"` in a label to append to the identifier without making it visible.
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- You can use `"###something"` in a label to make the identifier ignore the visible part.
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<table>
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<tr>
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<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
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@@ -302,16 +306,99 @@ ImGui::End();
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</tr>
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</table>
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A primer on labels and the ID Stack...
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### Q: How can I have multiple widgets with the same label?
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A. When widgets are in a same scope and finite, you can use a `"##something"` suffix which will be part of the identifier but not visible as a label.
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```cpp
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Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
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Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
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Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
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```
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B. More generally, e.g. in loops, you can use `PushID()/PopID()` to push a prefix which will be part of the identifier.
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```cpp
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// Using PushID() with a string
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for (int i = 0; i < 100; i++)
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{
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MyObject* obj = Objects[i];
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PushID(obj->Name);
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Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
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PopID();
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}
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```
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```cpp
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// Using PushID() with an index
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for (int i = 0; i < 100; i++)
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{
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PushID(i);
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Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
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PopID();
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}
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```
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### Q: How can I have widgets with an empty label?
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If you want to completely hide the label, but still need an ID:
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```cpp
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
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```
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##### [Return to Index](#index)
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### Q: How can I make a label dynamic?
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Dear ImGui is very dynamic so you can submit different widgets every frame.
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However, in order to preserve widget state (eg. which tree node is open; which button is focused) the library internaly refers to their unique ID.
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Occasionally you might want to change a label while preserving a constant ID. This allows you to change/animate labels while persisting associated state.
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For example, you may want to include varying information in a window title bar or button label.
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Using "###" exclude the preceeding part from ID computation:
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```cpp
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Button("Hello###ID"); // Label = "Enable", ID = hash of (..., "ID")
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Button("World###ID"); // Label = "Disable", ID = hash of (..., "ID") // Same ID, different label
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```
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Using a same ID ensure that associated related e.g. weither the widget is focused, won't be lost when the label changes.
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<table>
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<tr>
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<td><img src="https://github.com/user-attachments/assets/2bf18756-e122-498d-bbd4-5c44bb1018d5"></td>
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<td>
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<pre lang="cpp">
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// Window label has animating FPS counter
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// Window ID stays the same = hash of "MyGame"
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char buf[128];
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sprintf(buf, "My game (%.1f FPS)###MyGame", io.Framerate);
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ImGui::Begin(buf);
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// Label changes between "Enable" and "Disable"
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// ID stays the same = hash of ("MyGame", "MyButton")
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if (ImGui::Button(enabled ? "Disable###MyButton" : "Enable###MyButton", { -FLT_MIN, 0.0f }))
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enabled = !enabled;
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ImGui::End();
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</pre>
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</td>
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</tr>
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</table>
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(Hint: I'd suggest wrapping sprintf in something more compact to use, e.g. [ocornut/Str](https://github.com/ocornut/Str) for what I personally use).
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##### [Return to Index](#index)
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### General description of the label and ID Stack system
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Dear ImGui internally needs to uniquely identify UI elements.
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Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
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Interactive widgets (such as calls to Button buttons) need a unique ID.
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Elements that are typically not clickable (such as calls to Text() functions) don't need an ID.
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Interactive widgets (such as calls to Button() functions) need a unique ID.
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**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
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Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
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Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
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You can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
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@@ -365,20 +452,7 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
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Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
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End();
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```
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- If you want to completely hide the label, but still need an ID:
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```cpp
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Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
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```
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- Occasionally/rarely you might want to change a label while preserving a constant ID. This allows
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you to animate labels. For example, you may want to include varying information in a window title bar,
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but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
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```cpp
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Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
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Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
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sprintf(buf, "My game (%f FPS)###MyGame", fps);
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Begin(buf); // Variable title, ID = hash of "MyGame"
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```
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- Solving ID conflict in a more general manner:
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Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
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within the same window. This is the most convenient way of distinguishing ID when iterating and
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@@ -1150,10 +1150,10 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
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----------
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Q: About the ID Stack system..
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- Why is my widget not reacting when I click on it?
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- How can I have widgets with an empty label?
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- How can I have multiple widgets with the same label?
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- How can I have multiple windows with the same label?
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- How can I have multiple widgets with the same label? (using ## or PushID)
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- How can I have widgets with an empty label? (using ##)
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- How can I make a label dynamic? (using ###)
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- General description of the label and ID Stack system.
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Q: How can I display an image? What is ImTextureID, how does it work?
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Q: How can I use my own math types instead of ImVec2?
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Q: How can I interact with standard C++ types (such as std::string and std::vector)?
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2
imgui.h
2
imgui.h
@@ -914,7 +914,7 @@ namespace ImGui
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// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
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// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
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// some advanced use cases (e.g. adding custom widgets in header row).
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// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
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// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them.
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IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
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IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
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IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
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