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authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
commit432f24319319fe040e142059eb83279c53f90ab8 (patch)
tree5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/examples/example_sdl2_opengl3
parent5d34aff5888d3f0c624251f15bedb96c347978d6 (diff)
refactor 2
Diffstat (limited to 'imgui-1.92.1/examples/example_sdl2_opengl3')
-rw-r--r--imgui-1.92.1/examples/example_sdl2_opengl3/Makefile91
-rw-r--r--imgui-1.92.1/examples/example_sdl2_opengl3/Makefile.emscripten95
-rw-r--r--imgui-1.92.1/examples/example_sdl2_opengl3/README.md57
-rw-r--r--imgui-1.92.1/examples/example_sdl2_opengl3/build_win32.bat8
-rw-r--r--imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj187
-rw-r--r--imgui-1.92.1/examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj.filters67
-rw-r--r--imgui-1.92.1/examples/example_sdl2_opengl3/main.cpp238
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)|$(Platform)'=='Release|Win32'">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
- <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
- </ImportGroup>
- <PropertyGroup Label="UserMacros" />
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
- <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
- <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
- <IncludePath>$(IncludePath)</IncludePath>
- </PropertyGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
- <ClCompile>
- <WarningLevel>Level4</WarningLevel>
- <Optimization>Disabled</Optimization>
- <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
- <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
- </ClCompile>
- <Link>
- <GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <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;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
- <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
- </ClCompile>
- <Link>
- <GenerateDebugInformation>true</GenerateDebugInformation>
- <AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <SubSystem>Console</SubSystem>
- <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
- </Link>
- </ItemDefinitionGroup>
- <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
- <ClCompile>
- <WarningLevel>Level4</WarningLevel>
- <Optimization>MaxSpeed</Optimization>
- <FunctionLevelLinking>true</FunctionLevelLinking>
- <IntrinsicFunctions>true</IntrinsicFunctions>
- <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(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\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
- <AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
- <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>
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- <Filter>imgui</Filter>
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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;
-}