diff options
| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
| commit | 432f24319319fe040e142059eb83279c53f90ab8 (patch) | |
| tree | 5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/examples/example_sdl2_opengl3 | |
| parent | 5d34aff5888d3f0c624251f15bedb96c347978d6 (diff) | |
refactor 2
Diffstat (limited to 'imgui-1.92.1/examples/example_sdl2_opengl3')
7 files changed, 0 insertions, 743 deletions
diff --git a/imgui-1.92.1/examples/example_sdl2_opengl3/Makefile b/imgui-1.92.1/examples/example_sdl2_opengl3/Makefile deleted file mode 100644 index 5b4f941..0000000 --- a/imgui-1.92.1/examples/example_sdl2_opengl3/Makefile +++ /dev/null @@ -1,91 +0,0 @@ -# -# Cross Platform Makefile -# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X -# -# You will need SDL2 (http://www.libsdl.org): -# Linux: -# apt-get install libsdl2-dev -# Mac OS X: -# brew install sdl2 -# MSYS2: -# pacman -S mingw-w64-i686-SDL2 -# - -#CXX = g++ -#CXX = clang++ - -EXE = example_sdl2_opengl3 -IMGUI_DIR = ../.. -SOURCES = main.cpp -SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp -SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp -OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) -UNAME_S := $(shell uname -s) -LINUX_GL_LIBS = -lGL - -CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -CXXFLAGS += -g -Wall -Wformat -LIBS = - -##--------------------------------------------------------------------- -## OPENGL ES -##--------------------------------------------------------------------- - -## This assumes a GL ES library available in the system, e.g. libGLESv2.so -# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2 -# LINUX_GL_LIBS = -lGLESv2 -## If you're on a Raspberry Pi and want to use the legacy drivers, -## use the following instead: -# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2 - -##--------------------------------------------------------------------- -## BUILD FLAGS PER PLATFORM -##--------------------------------------------------------------------- - -ifeq ($(UNAME_S), Linux) #LINUX - ECHO_MESSAGE = "Linux" - LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs` - - CXXFLAGS += `sdl2-config --cflags` - CFLAGS = $(CXXFLAGS) -endif - -ifeq ($(UNAME_S), Darwin) #APPLE - ECHO_MESSAGE = "Mac OS X" - LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs` - LIBS += -L/usr/local/lib -L/opt/local/lib - - CXXFLAGS += `sdl2-config --cflags` - CXXFLAGS += -I/usr/local/include -I/opt/local/include - CFLAGS = $(CXXFLAGS) -endif - -ifeq ($(OS), Windows_NT) - ECHO_MESSAGE = "MinGW" - LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2` - - CXXFLAGS += `pkg-config --cflags sdl2` - CFLAGS = $(CXXFLAGS) -endif - -##--------------------------------------------------------------------- -## BUILD RULES -##--------------------------------------------------------------------- - -%.o:%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/backends/%.cpp - $(CXX) $(CXXFLAGS) -c -o $@ $< - -all: $(EXE) - @echo Build complete for $(ECHO_MESSAGE) - -$(EXE): $(OBJS) - $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) - -clean: - rm -f $(EXE) $(OBJS) diff --git a/imgui-1.92.1/examples/example_sdl2_opengl3/Makefile.emscripten b/imgui-1.92.1/examples/example_sdl2_opengl3/Makefile.emscripten deleted file mode 100644 index bc06ade..0000000 --- a/imgui-1.92.1/examples/example_sdl2_opengl3/Makefile.emscripten +++ /dev/null @@ -1,95 +0,0 @@ -# -# Makefile to use with SDL+emscripten -# See https://emscripten.org/docs/getting_started/downloads.html -# for installation instructions. -# -# This Makefile assumes you have loaded emscripten's environment. -# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead) -# -# Running `make -f Makefile.emscripten` will produce three files: -# - web/index.html -# - web/index.js -# - web/index.wasm -# -# All three are needed to run the demo. - -CC = emcc -CXX = em++ -WEB_DIR = web -EXE = $(WEB_DIR)/index.html -IMGUI_DIR = ../.. -SOURCES = main.cpp -SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp -SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp -OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) -UNAME_S := $(shell uname -s) -CPPFLAGS = -LDFLAGS = -EMS = - -##--------------------------------------------------------------------- -## EMSCRIPTEN OPTIONS -##--------------------------------------------------------------------- - -# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only) -EMS += -s USE_SDL=2 -EMS += -s DISABLE_EXCEPTION_CATCHING=1 -LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1 - -# Build as single file (binary text encoded in .html file) -#LDFLAGS += -sSINGLE_FILE - -# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877) -#EMS += -s BINARYEN_TRAP_MODE=clamp -#EMS += -s SAFE_HEAP=1 ## Adds overhead - -# Emscripten allows preloading a file or folder to be accessible at runtime. -# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts" -# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html -# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.) -USE_FILE_SYSTEM ?= 0 -ifeq ($(USE_FILE_SYSTEM), 0) -LDFLAGS += -s NO_FILESYSTEM=1 -CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS -endif -ifeq ($(USE_FILE_SYSTEM), 1) -LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts -endif - -##--------------------------------------------------------------------- -## FINAL BUILD FLAGS -##--------------------------------------------------------------------- - -CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -#CPPFLAGS += -g -CPPFLAGS += -Wall -Wformat -Os $(EMS) -LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html -LDFLAGS += $(EMS) - -##--------------------------------------------------------------------- -## BUILD RULES -##--------------------------------------------------------------------- - -%.o:%.cpp - $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/%.cpp - $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< - -%.o:$(IMGUI_DIR)/backends/%.cpp - $(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $< - -all: $(EXE) - @echo Build complete for $(EXE) - -$(WEB_DIR): - mkdir $@ - -serve: all - python3 -m http.server -d $(WEB_DIR) - -$(EXE): $(OBJS) $(WEB_DIR) - $(CXX) -o $@ $(OBJS) $(LDFLAGS) - -clean: - rm -rf $(OBJS) $(WEB_DIR) diff --git a/imgui-1.92.1/examples/example_sdl2_opengl3/README.md b/imgui-1.92.1/examples/example_sdl2_opengl3/README.md deleted file mode 100644 index 81fd9fe..0000000 --- a/imgui-1.92.1/examples/example_sdl2_opengl3/README.md +++ /dev/null @@ -1,57 +0,0 @@ - -# How to Build - -## Windows with Visual Studio's IDE - -Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. - -## Windows with Visual Studio's CLI - -Use build_win32.bat or directly: -``` -set SDL2_DIR=path_to_your_sdl2_folder -cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console -# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries -# or for 64-bit: -cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console -``` - -## Linux and similar Unixes - -Use our Makefile or directly: -``` -c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends - main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp - `sdl2-config --libs` -lGL -ldl -``` - -## macOS - -Use our Makefile or directly: -``` -brew install sdl2 -c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends - main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp - `sdl2-config --libs` -framework OpenGl -framework CoreFoundation -``` - -## Emscripten - -**Building** - -You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions - -- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools. -- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup. -- Then build using `make -f Makefile.emscripten` while in the current directory. - -**Running an Emscripten project** - -To run on a local machine: -- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build. -- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br> -_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_ -- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details. -- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses). -- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`. -- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only). diff --git a/imgui-1.92.1/examples/example_sdl2_opengl3/build_win32.bat b/imgui-1.92.1/examples/example_sdl2_opengl3/build_win32.bat deleted file mode 100644 index 7b2fac9..0000000 --- a/imgui-1.92.1/examples/example_sdl2_opengl3/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_sdl2_opengl3 -@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include -@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp -@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib -mkdir %OUT_DIR% -cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj b/imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj deleted file mode 100644 index 6a81c67..0000000 --- a/imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj +++ /dev/null @@ -1,187 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - <ItemGroup Label="ProjectConfigurations"> - <ProjectConfiguration Include="Debug|Win32"> - <Configuration>Debug</Configuration> - <Platform>Win32</Platform> - </ProjectConfiguration> - <ProjectConfiguration Include="Debug|x64"> - <Configuration>Debug</Configuration> - <Platform>x64</Platform> - </ProjectConfiguration> - <ProjectConfiguration Include="Release|Win32"> - <Configuration>Release</Configuration> - <Platform>Win32</Platform> - </ProjectConfiguration> - <ProjectConfiguration Include="Release|x64"> - <Configuration>Release</Configuration> - <Platform>x64</Platform> - </ProjectConfiguration> - </ItemGroup> - <PropertyGroup Label="Globals"> - <ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid> - <RootNamespace>example_sdl2_opengl3</RootNamespace> - <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> - </PropertyGroup> - <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> - <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> - <ConfigurationType>Application</ConfigurationType> - <UseDebugLibraries>true</UseDebugLibraries> - <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v140</PlatformToolset> - </PropertyGroup> - <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> - <ConfigurationType>Application</ConfigurationType> - <UseDebugLibraries>true</UseDebugLibraries> - <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v140</PlatformToolset> - </PropertyGroup> - <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> - <ConfigurationType>Application</ConfigurationType> - <UseDebugLibraries>false</UseDebugLibraries> - <WholeProgramOptimization>true</WholeProgramOptimization> - <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v140</PlatformToolset> - </PropertyGroup> - <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> - <ConfigurationType>Application</ConfigurationType> - <UseDebugLibraries>false</UseDebugLibraries> - <WholeProgramOptimization>true</WholeProgramOptimization> - <CharacterSet>MultiByte</CharacterSet> - <PlatformToolset>v140</PlatformToolset> - </PropertyGroup> - <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> - <ImportGroup Label="ExtensionSettings"> - </ImportGroup> - <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> - <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> - </ImportGroup> - <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> - <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> - </ImportGroup> - <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> - 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<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> - <SubSystem>Console</SubSystem> - <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> - </Link> - </ItemDefinitionGroup> - <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> - <ClCompile> - <WarningLevel>Level4</WarningLevel> - <Optimization>Disabled</Optimization> - <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> - <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> - </ClCompile> - <Link> - <GenerateDebugInformation>true</GenerateDebugInformation> - <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> - <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> - <SubSystem>Console</SubSystem> - 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<SubSystem>Console</SubSystem> - <IgnoreSpecificDefaultLibraries> - </IgnoreSpecificDefaultLibraries> - </Link> - </ItemDefinitionGroup> - <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> - <ClCompile> - <WarningLevel>Level4</WarningLevel> - <Optimization>MaxSpeed</Optimization> - <FunctionLevelLinking>true</FunctionLevelLinking> - <IntrinsicFunctions>true</IntrinsicFunctions> - <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> - <BufferSecurityCheck>false</BufferSecurityCheck> - <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> - </ClCompile> - <Link> - <GenerateDebugInformation>true</GenerateDebugInformation> - <EnableCOMDATFolding>true</EnableCOMDATFolding> - <OptimizeReferences>true</OptimizeReferences> - <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> - <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies> - <SubSystem>Console</SubSystem> - <IgnoreSpecificDefaultLibraries> - </IgnoreSpecificDefaultLibraries> - </Link> - </ItemDefinitionGroup> - <ItemGroup> - <ClCompile Include="..\..\imgui.cpp" /> - <ClCompile Include="..\..\imgui_demo.cpp" /> - <ClCompile Include="..\..\imgui_draw.cpp" /> - <ClCompile Include="..\..\imgui_tables.cpp" /> - <ClCompile Include="..\..\imgui_widgets.cpp" /> - <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" /> - <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" /> - <ClCompile Include="main.cpp" /> - </ItemGroup> - <ItemGroup> - <ClInclude Include="..\..\imconfig.h" /> - <ClInclude Include="..\..\imgui.h" /> - <ClInclude Include="..\..\imgui_internal.h" /> - <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" /> - <ClInclude Include="..\..\backends\imgui_impl_opengl3.h" /> - <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" /> - </ItemGroup> - <ItemGroup> - <None Include="..\..\misc\debuggers\imgui.natstepfilter" /> - <None Include="..\..\misc\debuggers\imgui.natvis" /> - <None Include="..\README.txt" /> - </ItemGroup> - <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> - <ImportGroup Label="ExtensionTargets"> - </ImportGroup> -</Project>
\ No newline at end of file diff --git a/imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters b/imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters deleted file mode 100644 index 846d557..0000000 --- a/imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters +++ /dev/null @@ -1,67 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - <ItemGroup> - <Filter Include="imgui"> - <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier> - </Filter> - <Filter Include="sources"> - <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier> - <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> - </Filter> - </ItemGroup> - <ItemGroup> - <ClCompile Include="..\..\imgui.cpp"> - <Filter>imgui</Filter> - </ClCompile> - <ClCompile Include="..\..\imgui_demo.cpp"> - <Filter>imgui</Filter> - </ClCompile> - <ClCompile Include="..\..\imgui_draw.cpp"> - <Filter>imgui</Filter> - </ClCompile> - <ClCompile Include="main.cpp"> - <Filter>sources</Filter> - </ClCompile> - <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp"> - <Filter>sources</Filter> - </ClCompile> - <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp"> - <Filter>sources</Filter> - </ClCompile> - <ClCompile Include="..\..\imgui_tables.cpp"> - <Filter>imgui</Filter> - </ClCompile> - <ClCompile Include="..\..\imgui_widgets.cpp"> - <Filter>imgui</Filter> - </ClCompile> - </ItemGroup> - <ItemGroup> - <ClInclude Include="..\..\imconfig.h"> - <Filter>imgui</Filter> - </ClInclude> - <ClInclude Include="..\..\imgui.h"> - <Filter>imgui</Filter> - </ClInclude> - <ClInclude Include="..\..\imgui_internal.h"> - <Filter>imgui</Filter> - </ClInclude> - <ClInclude Include="..\..\backends\imgui_impl_sdl2.h"> - <Filter>sources</Filter> - </ClInclude> - <ClInclude Include="..\..\backends\imgui_impl_opengl3.h"> - <Filter>sources</Filter> - </ClInclude> - <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h"> - <Filter>sources</Filter> - </ClInclude> - </ItemGroup> - <ItemGroup> - <None Include="..\README.txt" /> - <None Include="..\..\misc\debuggers\imgui.natvis"> - <Filter>imgui</Filter> - </None> - <None Include="..\..\misc\debuggers\imgui.natstepfilter"> - <Filter>imgui</Filter> - </None> - </ItemGroup> -</Project>
\ No newline at end of file diff --git a/imgui-1.92.1/examples/example_sdl2_opengl3/main.cpp b/imgui-1.92.1/examples/example_sdl2_opengl3/main.cpp deleted file mode 100644 index 16a73de..0000000 --- a/imgui-1.92.1/examples/example_sdl2_opengl3/main.cpp +++ /dev/null @@ -1,238 +0,0 @@ -// Dear ImGui: standalone example application for SDL2 + OpenGL -// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.) - -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of imgui.cpp - -#include "imgui.h" -#include "imgui_impl_sdl2.h" -#include "imgui_impl_opengl3.h" -#include <stdio.h> -#include <SDL.h> -#if defined(IMGUI_IMPL_OPENGL_ES2) -#include <SDL_opengles2.h> -#else -#include <SDL_opengl.h> -#endif -#ifdef _WIN32 -#include <windows.h> // SetProcessDPIAware() -#endif - -// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. -#ifdef __EMSCRIPTEN__ -#include "../libs/emscripten/emscripten_mainloop_stub.h" -#endif - -// Main code -int main(int, char**) -{ - // Setup SDL -#ifdef _WIN32 - ::SetProcessDPIAware(); -#endif - if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) - { - printf("Error: %s\n", SDL_GetError()); - return -1; - } - - // Decide GL+GLSL versions -#if defined(IMGUI_IMPL_OPENGL_ES2) - // GL ES 2.0 + GLSL 100 (WebGL 1.0) - const char* glsl_version = "#version 100"; - SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); -#elif defined(IMGUI_IMPL_OPENGL_ES3) - // GL ES 3.0 + GLSL 300 es (WebGL 2.0) - const char* glsl_version = "#version 300 es"; - SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); -#elif defined(__APPLE__) - // GL 3.2 Core + GLSL 150 - const char* glsl_version = "#version 150"; - SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); -#else - // GL 3.0 + GLSL 130 - const char* glsl_version = "#version 130"; - SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); -#endif - - // From 2.0.18: Enable native IME. -#ifdef SDL_HINT_IME_SHOW_UI - SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); -#endif - - // Create window with graphics context - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); - float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); - SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); - if (window == nullptr) - { - printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); - return -1; - } - - SDL_GLContext gl_context = SDL_GL_CreateContext(window); - if (gl_context == nullptr) - { - printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError()); - return -1; - } - - SDL_GL_MakeCurrent(window, gl_context); - SDL_GL_SetSwapInterval(1); // Enable vsync - - // Setup Dear ImGui context - IMGUI_CHECKVERSION(); - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); (void)io; - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - - // Setup Dear ImGui style - ImGui::StyleColorsDark(); - //ImGui::StyleColorsLight(); - - // Setup scaling - ImGuiStyle& style = ImGui::GetStyle(); - style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) - style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) - - // Setup Platform/Renderer backends - ImGui_ImplSDL2_InitForOpenGL(window, gl_context); - ImGui_ImplOpenGL3_Init(glsl_version); - - // Load Fonts - // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. - // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. - // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. - // - Read 'docs/FONTS.md' for more instructions and details. - // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! - // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. - //style.FontSizeBase = 20.0f; - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); - //IM_ASSERT(font != nullptr); - - // Our state - bool show_demo_window = true; - bool show_another_window = false; - ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); - - // Main loop - bool done = false; -#ifdef __EMSCRIPTEN__ - // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. - // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. - io.IniFilename = nullptr; - EMSCRIPTEN_MAINLOOP_BEGIN -#else - while (!done) -#endif - { - // Poll and handle events (inputs, window resize, etc.) - // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. - // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. - // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. - // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. - SDL_Event event; - while (SDL_PollEvent(&event)) - { - ImGui_ImplSDL2_ProcessEvent(&event); - if (event.type == SDL_QUIT) - done = true; - if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) - done = true; - } - if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) - { - SDL_Delay(10); - continue; - } - - // Start the Dear ImGui frame - ImGui_ImplOpenGL3_NewFrame(); - ImGui_ImplSDL2_NewFrame(); - ImGui::NewFrame(); - - // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). - if (show_demo_window) - ImGui::ShowDemoWindow(&show_demo_window); - - // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. - { - static float f = 0.0f; - static int counter = 0; - - ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. - - ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) - ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state - ImGui::Checkbox("Another Window", &show_another_window); - - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f - ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color - - if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) - counter++; - ImGui::SameLine(); - ImGui::Text("counter = %d", counter); - - ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - ImGui::End(); - } - - // 3. Show another simple window. - if (show_another_window) - { - ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) - ImGui::Text("Hello from another window!"); - if (ImGui::Button("Close Me")) - show_another_window = false; - ImGui::End(); - } - - // Rendering - ImGui::Render(); - glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); - glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w); - glClear(GL_COLOR_BUFFER_BIT); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); - SDL_GL_SwapWindow(window); - } -#ifdef __EMSCRIPTEN__ - EMSCRIPTEN_MAINLOOP_END; -#endif - - // Cleanup - ImGui_ImplOpenGL3_Shutdown(); - ImGui_ImplSDL2_Shutdown(); - ImGui::DestroyContext(); - - SDL_GL_DeleteContext(gl_context); - SDL_DestroyWindow(window); - SDL_Quit(); - - return 0; -} |
