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Backends+Examples: SDL2: renamed imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h. (#6146)

+ CI: Update Windows CI to update SDL 2.26.3 instead of 2.0.10
This commit is contained in:
ocornut 2023-02-07 11:54:50 +01:00
parent d6ea56dfd9
commit 1b27ac982f
41 changed files with 206 additions and 196 deletions

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@ -26,9 +26,9 @@ jobs:
- name: Install Dependencies - name: Install Dependencies
shell: powershell shell: powershell
run: | run: |
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip" Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.26.3-VC.zip" -OutFile "SDL2-devel-2.26.3-VC.zip"
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip Expand-Archive -Path SDL2-devel-2.26.3-VC.zip
echo "SDL2_DIR=$(pwd)\SDL2-devel-2.0.10-VC\SDL2-2.0.10\" >>${env:GITHUB_ENV} echo "SDL2_DIR=$(pwd)\SDL2-devel-2.26.3-VC\SDL2-2.26.3\" >>${env:GITHUB_ENV}
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
@ -123,23 +123,23 @@ jobs:
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_vulkan - name: Build Win32 example_sdl2_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_opengl2 - name: Build Win32 example_sdl2_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_sdl_opengl3 - name: Build Win32 example_sdl2_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
- name: Build Win32 example_sdl_directx11 - name: Build Win32 example_sdl2_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build Win32 example_win32_directx9 - name: Build Win32 example_win32_directx9
@ -168,24 +168,24 @@ jobs:
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_sdl_vulkan - name: Build x64 example_sdl2_vulkan
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_vulkan/example_sdl2_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_opengl2 - name: Build x64 example_sdl2_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl2/example_sdl2_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_opengl3 - name: Build x64 example_sdl2_opengl3
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_opengl3/example_sdl2_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build x64 example_sdl_directx11 - name: Build x64 example_sdl2_directx11
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl2_directx11/example_sdl2_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
- name: Build x64 example_win32_directx9 - name: Build x64 example_win32_directx9
shell: cmd shell: cmd
@ -389,12 +389,12 @@ jobs:
run: make -C examples/example_glfw_opengl3 run: make -C examples/example_glfw_opengl3
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl2 - name: Build example_sdl2_opengl2
run: make -C examples/example_sdl_opengl2 run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl3 - name: Build example_sdl2_opengl3
run: make -C examples/example_sdl_opengl3 run: make -C examples/example_sdl2_opengl3
- name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES - name: Build with IMGUI_IMPL_VULKAN_NO_PROTOTYPES
run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp run: g++ -c -I. -std=c++11 -DIMGUI_IMPL_VULKAN_NO_PROTOTYPES=1 backends/imgui_impl_vulkan.cpp
@ -443,15 +443,15 @@ jobs:
- name: Build example_glfw_metal - name: Build example_glfw_metal
run: make -C examples/example_glfw_metal run: make -C examples/example_glfw_metal
- name: Build example_sdl_metal - name: Build example_sdl2_metal
run: make -C examples/example_sdl_metal run: make -C examples/example_sdl2_metal
- name: Build example_sdl_opengl2 - name: Build example_sdl2_opengl2
run: make -C examples/example_sdl_opengl2 run: make -C examples/example_sdl2_opengl2
if: github.event_name == 'workflow_run' if: github.event_name == 'workflow_run'
- name: Build example_sdl_opengl3 - name: Build example_sdl2_opengl3
run: make -C examples/example_sdl_opengl3 run: make -C examples/example_sdl2_opengl3
- name: Build example_apple_metal - name: Build example_apple_metal
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
@ -482,12 +482,12 @@ jobs:
emsdk-master/emsdk install latest emsdk-master/emsdk install latest
emsdk-master/emsdk activate latest emsdk-master/emsdk activate latest
- name: Build example_sdl_opengl3 with Emscripten - name: Build example_sdl2_opengl3 with Emscripten
run: | run: |
pushd emsdk-master pushd emsdk-master
source ./emsdk_env.sh source ./emsdk_env.sh
popd popd
make -C examples/example_sdl_opengl3 -f Makefile.emscripten make -C examples/example_sdl2_opengl3 -f Makefile.emscripten
- name: Build example_emscripten_wgpu - name: Build example_emscripten_wgpu
run: | run: |

10
.gitignore vendored
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@ -41,7 +41,7 @@ examples/*.o.tmp
examples/*.out.js examples/*.out.js
examples/*.out.wasm examples/*.out.wasm
examples/example_glfw_opengl3/web/* examples/example_glfw_opengl3/web/*
examples/example_sdl_opengl3/web/* examples/example_sdl2_opengl3/web/*
examples/example_emscripten_wgpu/web/* examples/example_emscripten_wgpu/web/*
## JetBrains IDE artifacts ## JetBrains IDE artifacts
@ -54,7 +54,7 @@ examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3 examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2 examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null examples/example_null/example_null
examples/example_sdl_metal/example_sdl_metal examples/example_sdl2_metal/example_sdl2_metal
examples/example_sdl_opengl2/example_sdl_opengl2 examples/example_sdl2_opengl2/example_sdl2_opengl2
examples/example_sdl_opengl3/example_sdl_opengl3 examples/example_sdl2_opengl3/example_sdl2_opengl3
examples/example_sdl_sdlrenderer/example_sdl_sdlrenderer examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer

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@ -18,6 +18,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.
// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). // 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).
// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) // 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)
// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) // 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)
@ -68,7 +69,7 @@
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl2.h"
// SDL // SDL
#include <SDL.h> #include <SDL.h>
@ -349,7 +350,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
// Setup backend capabilities flags // Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd; io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl"; io.BackendPlatformName = "imgui_impl_sdl2";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)

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@ -6,7 +6,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR> - The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc. e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR> - The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
@ -62,7 +62,7 @@ List of Platforms Backends:
imgui_impl_android.cpp ; Android native app API imgui_impl_android.cpp ; Android native app API
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows) imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
@ -83,8 +83,8 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_allegro5.cpp imgui_impl_allegro5.cpp
Emscripten is also supported. Emscripten is also supported!
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible. The SDL+GL, GLFW+GL and SDL+WebGPU examples are all ready to build and run with Emscripten.
### Backends for third-party frameworks, graphics API or other languages ### Backends for third-party frameworks, graphics API or other languages
@ -97,7 +97,7 @@ If you are not sure which backend to use, the recommended platform/frameworks fo
|Library |Website |Backend |Note | |Library |Website |Backend |Note |
|--------|--------|--------|-----| |--------|--------|--------|-----|
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | | GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | | | SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL | | Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |

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@ -35,6 +35,14 @@ HOW TO UPDATE?
VERSION 1.89.3 (In Progress) VERSION 1.89.3 (In Progress)
----------------------------------------------------------------------- -----------------------------------------------------------------------
Breaking Changes:
- Backends+Examples: SDL2: renamed all unnumbered references to "sdl" to "sdl2".
This is in prevision for the future release of SDL3 (#6146)
- imgui_impl_sdl.cpp -> imgui_impl_sdl2.cpp
- imgui_impl_sdl.h -> imgui_impl_sdl2.h
- example_sdl_xxxx/ -> example_sdl2_xxxx/ (folders and projects)
All changes: All changes:
- Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent - Inputs, Scrolling: Made horizontal scroll wheel and horizontal scroll direction consistent
@ -83,12 +91,12 @@ All changes:
hasPreciseScrollingDeltas==false (e.g. non-Apple mices). hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
- Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and - Backends: Win32: flipping WM_MOUSEHWHEEL value to match other backends and
offer consistent horizontal scrolling direction. (#4019) offer consistent horizontal scrolling direction. (#4019)
- Backends: SDL: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and - Backends: SDL2: flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and
offer consistent horizontal scrolling direction. (#4019) offer consistent horizontal scrolling direction. (#4019)
- Backends: SDL: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081) - Backends: SDL2: Removed SDL_MOUSEWHEEL value clamping. (#4019, #6096, #6081)
- Backends: SDL: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data - Backends: SDL2: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data
for smooth scrolling as reported by SDL. (#4019, #6096) for smooth scrolling as reported by SDL. (#4019, #6096)
- Backends: SDL: Avoid calling SDL_SetCursor() when cursor has not changed, as the function - Backends: SDL2: Avoid calling SDL_SetCursor() when cursor has not changed, as the function
is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113) is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). (#6113)
- Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate - Backends: GLFW: Registering custom low-level mouse wheel handler to get more accurate
scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity] scrolling impulses on Emscripten. (#4019, #6096) [@ocornut, @wolfpld, @tolopolarity]
@ -97,13 +105,13 @@ All changes:
the 'window' parameter. (#6142) the 'window' parameter. (#6142)
- Backends: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation). - Backends: WebGPU: Fix building for latest WebGPU specs (remove implicit layout generation).
(#6117, #4116, #3632) [@tonygrue, @bfierz] (#6117, #4116, #3632) [@tonygrue, @bfierz]
- Examples: refactored SDL+GL and GLFW+GL examples to compile with Emscripten. - Examples: refactored SDL2+GL and GLFW+GL examples to compile with Emscripten.
(#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble] (#2492, #2494, #3699, #3705) [@ocornut, @nicolasnoble]
The dedicated example_emscripten_opengl3/ has been removed. The dedicated example_emscripten_opengl3/ has been removed.
- Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call - Examples: Win32: Fixed examples using RegisterClassW() since 1.89 to also call
DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted DefWindowProcW() instead of DefWindowProc() so that title text are correctly converted
when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx] when application is compiled without /DUNICODE. (#5725, #5961, #5975) [@markreidvfx]
- Examples: SDL+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a - Examples: SDL2+SDL_Renderer: Added call to SDL_RenderSetScale() to display is correct on a
Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931). Retina display (albeit lower-res as our other unmodified examples). (#6121, #6065, #5931).

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@ -107,7 +107,7 @@ OSX + OpenGL2 example. <BR>
[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR> [example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
Emcripten + GLFW + WebGPU example. <BR> Emcripten + GLFW + WebGPU example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
Note that the 'example_glfw_opengl3' and 'example_sdl_opengl3' examples also supports Emscripten! 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> [example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
GLFW (Mac) + Metal example. <BR> GLFW (Mac) + Metal example. <BR>
@ -146,40 +146,40 @@ Null example, compile and link imgui, create context, run headless with no input
This is used to quickly test compilation of core imgui files in as many setups as possible. 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. Because this application doesn't create a window nor a graphic context, there's no graphics output.
[example_sdl_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/) <BR> [example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
SDL2 + DirectX11 example, Windows only. <BR> SDL2 + DirectX11 example, Windows only. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR>
This to demonstrate usage of DirectX with SDL. This to demonstrate usage of DirectX with SDL2.
[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/) <BR> [example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR>
SDL2 (Mac) + Metal example. <BR> SDL2 + Metal example, Mac only. <BR>
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm = main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR> [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> SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <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> **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. 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 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 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. state, and might confuse your GPU driver. One star, not recommended.
[example_sdl_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR> [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> SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
This uses more modern GL calls and custom shaders. <BR> This uses more modern GL calls and custom shaders. <BR>
This support building with Emscripten and targetting WebGL.<BR> This support building with Emscripten and targetting WebGL.<BR>
Prefer using that if you are using modern GL or WebGL in your application. Prefer using that if you are using modern GL or WebGL in your application.
[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR> [example_sdl2_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR> SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR> This requires SDL 2.0.18+ (released November 2021) <BR>
We do not really recommend using SDL_Renderer as it is a rather primitive API. We do not really recommend using SDL_Renderer as it is a rather primitive API.
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR> [example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR> SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR> = main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
This is quite long and tedious, because: Vulkan. <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. For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.

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@ -4,7 +4,7 @@
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one. Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.

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@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @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_DIR=Debug
@set OUT_EXE=example_sdl_directx11 @set OUT_EXE=example_sdl2_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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@ -20,9 +20,9 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid> <ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
<RootNamespace>example_sdl_directx11</RootNamespace> <RootNamespace>example_sdl2_directx11</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl_directx11</ProjectName> <ProjectName>example_sdl2_directx11</ProjectName>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
@ -161,16 +161,16 @@
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" /> <ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_dx11.h" /> <ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />

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@ -18,10 +18,10 @@
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_dx11.h"> <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl.h"> <ClInclude Include="..\..\backends\imgui_impl_dx11.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
@ -44,10 +44,10 @@
<ClCompile Include="..\..\imgui_widgets.cpp"> <ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp"> <ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>

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@ -4,7 +4,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_dx11.h" #include "imgui_impl_dx11.h"
#include <d3d11.h> #include <d3d11.h>
#include <stdio.h> #include <stdio.h>

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@ -6,11 +6,11 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = example_sdl_metal EXE = example_sdl2_metal
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.mm SOURCES = main.mm
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)/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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore

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@ -4,7 +4,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_metal.h" #include "imgui_impl_metal.h"
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>

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@ -14,11 +14,11 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = example_sdl_opengl2 EXE = example_sdl2_opengl2
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp 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)/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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)

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@ -0,0 +1,29 @@
# How to Build
- On Windows with Visual Studio's IDE
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
- On Windows with Visual Studio's CLI
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.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 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
```

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@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @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_DIR=Debug
@set OUT_EXE=example_sdl_opengl2 @set OUT_EXE=example_sdl2_opengl2
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

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@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid> <ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
<RootNamespace>example_sdl_opengl2</RootNamespace> <RootNamespace>example_sdl2_opengl2</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@ -160,16 +160,16 @@
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" /> <ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />

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@ -28,7 +28,7 @@
<ClCompile Include="..\..\imgui_widgets.cpp"> <ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp"> <ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
@ -48,7 +48,7 @@
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h"> <ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl.h"> <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>

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@ -4,11 +4,11 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_sdl_opengl3/ folder** // **Prefer using the code in the example_sdl2_opengl3/ folder**
// See imgui_impl_sdl.cpp for details. // See imgui_impl_sdl2.cpp for details.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl2.h" #include "imgui_impl_opengl2.h"
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>

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@ -14,11 +14,11 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = example_sdl_opengl3 EXE = example_sdl2_opengl3
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp 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)/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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
LINUX_GL_LIBS = -lGL LINUX_GL_LIBS = -lGL

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@ -20,7 +20,7 @@ EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp 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)/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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)
CPPFLAGS = CPPFLAGS =

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@ -10,10 +10,10 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
Use build_win32.bat or directly: Use build_win32.bat or directly:
``` ```
set SDL2_DIR=path_to_your_sdl2_folder set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console cl /Zi /MD /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 # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit: # or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console cl /Zi /MD /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 ## Linux and similar Unixes
@ -21,7 +21,7 @@ cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_
Use our Makefile or directly: Use our Makefile or directly:
``` ```
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
`sdl2-config --libs` -lGL -ldl `sdl2-config --libs` -lGL -ldl
``` ```
@ -31,7 +31,7 @@ Use our Makefile or directly:
``` ```
brew install sdl2 brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
`sdl2-config --libs` -framework OpenGl -framework CoreFoundation `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
``` ```

View File

@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @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_DIR=Debug
@set OUT_EXE=example_sdl_opengl3 @set OUT_EXE=example_sdl2_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp @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 @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid> <ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
<RootNamespace>example_sdl_opengl3</RootNamespace> <RootNamespace>example_sdl2_opengl3</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@ -160,17 +160,17 @@
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" /> <ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.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.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" /> <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />

View File

@ -22,10 +22,10 @@
<ClCompile Include="main.cpp"> <ClCompile Include="main.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp"> <ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp"> <ClCompile Include="..\..\imgui_tables.cpp">
@ -45,15 +45,15 @@
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h"> <ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h"> <ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\README.txt" /> <None Include="..\README.txt" />

View File

@ -4,7 +4,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs // Read online: https://github.com/ocornut/imgui/tree/master/docs
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>

View File

@ -14,11 +14,11 @@
#CXX = g++ #CXX = g++
#CXX = clang++ #CXX = clang++
EXE = example_sdl_sdlrenderer EXE = example_sdl2_sdlrenderer
IMGUI_DIR = ../.. IMGUI_DIR = ../..
SOURCES = main.cpp 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)/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_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s) UNAME_S := $(shell uname -s)

View File

@ -0,0 +1,25 @@
# How to Build
- On Windows with Visual Studio's CLI
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
```
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
```

View File

@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @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_DIR=Debug
@set OUT_EXE=example_sdl_sdlrenderer_ @set OUT_EXE=example_sdl2_sdlrenderer_
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
mkdir %OUT_DIR% mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console

View File

@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid> <ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
<RootNamespace>example_sdl_sdlrenderer</RootNamespace> <RootNamespace>example_sdl2_sdlrenderer</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@ -160,16 +160,16 @@
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" /> <ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h" /> <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natvis" /> <None Include="..\..\misc\debuggers\imgui.natvis" />

View File

@ -28,7 +28,7 @@
<ClCompile Include="..\..\imgui_widgets.cpp"> <ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer.cpp">
@ -48,7 +48,7 @@
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h"> <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl.h"> <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>

View File

@ -8,7 +8,7 @@
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlrenderer.h" #include "imgui_impl_sdlrenderer.h"
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>

View File

@ -1,8 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_EXE=example_sdl_vulkan @set OUT_EXE=example_sdl2_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
@set OUT_DIR=Debug @set OUT_DIR=Debug

View File

@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid> <ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
<RootNamespace>example_sdl_vulkan</RootNamespace> <RootNamespace>example_sdl2_vulkan</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@ -164,7 +164,7 @@
<ClCompile Include="..\..\imgui_draw.cpp" /> <ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" /> <ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" /> <ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" /> <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
</ItemGroup> </ItemGroup>
@ -172,7 +172,7 @@
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" /> <ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl.h" /> <ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" /> <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

View File

@ -19,7 +19,7 @@
<ClCompile Include="..\..\imgui_draw.cpp"> <ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl.cpp"> <ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="main.cpp"> <ClCompile Include="main.cpp">
@ -45,7 +45,7 @@
<ClInclude Include="..\..\imgui_internal.h"> <ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl.h"> <ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter> <Filter>sources</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h"> <ClInclude Include="..\..\backends\imgui_impl_vulkan.h">

View File

@ -10,7 +10,7 @@
// Read comments in imgui_impl_vulkan.h. // Read comments in imgui_impl_vulkan.h.
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl2.h"
#include "imgui_impl_vulkan.h" #include "imgui_impl_vulkan.h"
#include <stdio.h> // printf, fprintf #include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort #include <stdlib.h> // abort

View File

@ -1,29 +0,0 @@
# How to Build
- On Windows with Visual Studio's IDE
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
- On Windows with Visual Studio's CLI
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.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 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
```

View File

@ -1,25 +0,0 @@
# How to Build
- On Windows with Visual Studio's CLI
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
```
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
```

View File

@ -17,15 +17,15 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "exa
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_vulkan", "example_glfw_vulkan\example_glfw_vulkan.vcxproj", "{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_directx11", "example_sdl_directx11\example_sdl_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_directx11", "example_sdl2_directx11\example_sdl2_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl2", "example_sdl_opengl2\example_sdl_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl2", "example_sdl2_opengl2\example_sdl2_opengl2.vcxproj", "{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_opengl3", "example_sdl_opengl3\example_sdl_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_opengl3", "example_sdl2_opengl3\example_sdl2_opengl3.vcxproj", "{BBAEB705-1669-40F3-8567-04CF6A991F4C}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_sdlrenderer", "example_sdl_sdlrenderer\example_sdl_sdlrenderer.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer", "example_sdl2_sdlrenderer\example_sdl2_sdlrenderer.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_vulkan", "example_sdl_vulkan\example_sdl_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution

View File

@ -386,6 +386,7 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
- 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
- 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
- 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).