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beta 3 is out
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pkdawson committed Oct 14, 2022
1 parent be0fb2a commit e49c618
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2 changes: 1 addition & 1 deletion Dear ImGui for Godot Demo.csproj
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@@ -1,4 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.0.0-beta2">
<Project Sdk="Godot.NET.Sdk/4.0.0-beta.3">
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
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5 changes: 4 additions & 1 deletion README.md
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Expand Up @@ -50,7 +50,10 @@ cp .godot/mono/temp/bin/Debug/runtimes/osx-universal/native/libcimgui.dylib .

In any Node's `_Process` method, use `ImGuiNET` to create your GUI. Just don't set the `ProcessPriority` in any of your Nodes to either `int.MinValue` or `int.MaxValue`.

You can also connect to the `ImGuiLayout` signal, and use ImGui in the method which handles that signal.
You can also connect to the `ImGuiLayout` signal, and use ImGui in the method which handles that signal:
```csharp
ImGuiLayer.Connect(OnImGuiLayout);
```

### ImGuiLayer

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2 changes: 1 addition & 1 deletion addons/imgui-godot/ImGuiGodot/ImGuiLayer.cs
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Expand Up @@ -118,7 +118,7 @@ public static void Connect(ImGuiLayoutEventHandler d)
// temporary workaround for a bug in the early Godot 4 betas
Instance.Connect(SignalName.ImGuiLayout, new Callable(d.Target as Object, d.Method.Name));

// TODO: use this after Godot 4.0-beta3 is released
// TODO: use this when it no longer breaks on changing scenes
// Instance.ImGuiLayout += d;
}
}
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2 changes: 1 addition & 1 deletion src/MySecondNode.cs
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Expand Up @@ -18,7 +18,7 @@ public override void _EnterTree()
{
// it's easier to configure fonts in the ImGuiLayer scene,
// but here's how it can be done in code

ImGuiGD.Init();

// use Hack for the default glyphs, M+2 for Japanese
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