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diff --git a/imgui-1.92.1/docs/EXAMPLES.md b/imgui-1.92.1/docs/EXAMPLES.md deleted file mode 100644 index 20851c1..0000000 --- a/imgui-1.92.1/docs/EXAMPLES.md +++ /dev/null @@ -1,236 +0,0 @@ -_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_ - -## Dear ImGui: Examples - -**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of -platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)). - -The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward -integrating Dear ImGui in your own application/game/engine. -**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** - -You can find Windows binaries for some of those example applications at: - https://www.dearimgui.com/binaries - - -### Getting Started - -Integration in a typical existing application, should take <20 lines when using standard backends. - -```cpp -At initialization: - call ImGui::CreateContext() - call ImGui_ImplXXXX_Init() for each backend. - -At the beginning of your frame: - call ImGui_ImplXXXX_NewFrame() for each backend. - call ImGui::NewFrame() - -At the end of your frame: - call ImGui::Render() - call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend. - -At shutdown: - call ImGui_ImplXXXX_Shutdown() for each backend. - call ImGui::DestroyContext() -``` - -Main resource: -- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application. - -Additional resources: -- Read FAQ at https://www.dearimgui.com/faq -- Read 'PROGRAMMER GUIDE' section in imgui.cpp. -- Read the comments and instruction at the top of each file. - -If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h) -files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual -Changelog, so if you want to update them later it will be easier to catch up with what changed. - - -### Examples Applications - -[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR> -Allegro 5 example. <BR> -= main.cpp + imgui_impl_allegro5.cpp - -[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR> -Android + OpenGL3 (ES) example. <BR> -= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp - -[example_apple_metal/](https://github.com/ocornut/imgui/tree/master/examples/example_apple_metal/) <BR> -OSX & iOS + Metal example. <BR> -= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR> -It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. -(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. -You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) - -[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR> -OSX + OpenGL2 example. <BR> -= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR> -(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends. - You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.) - -[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR> -GLFW + WebGPU example. Supports Emscripten (web) or Dawn (desktop) <BR> -= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp -Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten! - -[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR> -GLFW (Mac) + Metal example. <BR> -= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm - -[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR> -GLFW + OpenGL2 example (legacy, fixed pipeline). <BR> -= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR> -**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <BR> -This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. -If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to -make things more complicated, will require your code to reset many GL attributes to their initial -state, and might confuse your GPU driver. One star, not recommended. - -[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR> -GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR> -= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR> -This uses more modern GL calls and custom shaders.<BR> -This support building with Emscripten and targeting WebGL.<BR> -Prefer using that if you are using modern GL or WebGL in your application. - -[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR> -GLFW (Win32, Mac, Linux) + Vulkan example. <BR> -= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR> -This is quite long and tedious, because: Vulkan. -For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. - -[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR> -GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR> -= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR> -Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL. - -[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR> -Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR> -= main.cpp <BR> -This is used to quickly test compilation of core imgui files in as many setups as possible. -Because this application doesn't create a window nor a graphic context, there's no graphics output. - -[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR> -SDL2 + DirectX11 example, Windows only. <BR> -= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR> -This to demonstrate usage of DirectX with SDL2. - -[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR> -SDL2 + Metal example, Mac only. <BR> -= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm - -[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/) <BR> -SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR> -= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp <BR> -**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR> -This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter. -If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to -make things more complicated, will require your code to reset many GL attributes to their initial -state, and might confuse your GPU driver. One star, not recommended. - -[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/) <BR> -SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR> -= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR> -This uses more modern GL calls and custom shaders. <BR> -This support building with Emscripten and targeting WebGL.<BR> -Prefer using that if you are using modern GL or WebGL in your application. - -[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR> -SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR> -= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR> -This requires SDL 2.0.18+ (released November 2021) <BR> - -[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR> -SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR> -= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR> -This is quite long and tedious, because: Vulkan. <BR> -For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. - -[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR> -SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR> -= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR> -This uses more modern GL calls and custom shaders. <BR> -This support building with Emscripten and targeting WebGL.<BR> - -[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR> -SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR> -= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR> - -[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR> -SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR> -= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR> - -[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR> -SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR> -= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR> -This is quite long and tedious, because: Vulkan. <BR> -For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp. - -[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR> -DirectX9 example, Windows only. <BR> -= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp - -[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR> -DirectX10 example, Windows only. <BR> -= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp - -[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR> -DirectX11 example, Windows only. <BR> -= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp - -[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR> -DirectX12 example, Windows only. <BR> -= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR> -This is quite long and tedious, because: DirectX12. - -[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR> -Raw Windows + OpenGL3 example (modern, programmable pipeline) <BR> -= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR> - -[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/) <BR> -Raw Windows + Vulkan example <BR> -= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp <BR> - - -### Miscellaneous - -**Building** - -Unfortunately, nowadays it is still tedious to create and maintain portable build files using external -libraries (the kind we're using here to create a window and render 3D triangles) without relying on -third party software and build systems. For most examples here we choose to provide: - - Makefiles for Linux/OSX - - Batch files for Visual Studio 2008+ - - A .sln project file for Visual Studio 2012+ - - Xcode project files for the Apple examples -Please let us know if they don't work with your setup! -You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those -directly with a command-line compiler. - -If you are interested in using Cmake to build and links examples, see: - https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027 - -**About mouse cursor latency** - -Dear ImGui does not introduce significant extra lag for most behaviors, -e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved -to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant. - -However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated -path, which makes them feel smoother than the majority of content rendered via regular graphics API (including, -but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane -as the mouse, that disconnect may be jarring to particularly sensitive users. -You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor -using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a -regularly rendered software cursor. -However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at -all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_ -when an interactive drag is in progress. - -Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings. -If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple -2D shape directly under the mouse cursor to help identify the issue! - |
