mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-12 02:00:58 +01:00
Examples: Comments, synched some minor drift between examples + stronger suggestion to use StyleColorsDark().
This commit is contained in:
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@ -25,6 +25,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_ImplA5_Init(display);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -69,15 +73,17 @@ int main(int, char**)
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ImGui_ImplA5_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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static float f = 0.0f;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
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@ -91,7 +97,7 @@ int main(int, char**)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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@ -28,7 +28,7 @@ void DebugHUD_DoInterface(DebugHUD *hud)
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{
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if (hud->show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&hud->show_demo_window );
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}
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@ -125,6 +125,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -163,14 +167,16 @@ int main(int, char**)
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ImGui_ImplDX10_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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@ -185,7 +191,7 @@ int main(int, char**)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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@ -128,6 +128,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -166,14 +170,16 @@ int main(int, char**)
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ImGui_ImplDX11_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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@ -188,7 +194,7 @@ int main(int, char**)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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@ -77,6 +77,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -117,14 +121,16 @@ int main(int, char**)
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ImGui_ImplDX9_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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@ -139,7 +145,7 @@ int main(int, char**)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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@ -17,6 +17,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_Marmalade_Init(true);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -40,26 +44,28 @@ int main(int, char**)
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// Main loop
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while (true)
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{
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if (s3eDeviceCheckQuitRequest())
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break;
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if (s3eDeviceCheckQuitRequest())
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break;
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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s3eKeyboardUpdate();
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s3ePointerUpdate();
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ImGui_Marmalade_NewFrame();
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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s3eKeyboardUpdate();
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s3ePointerUpdate();
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ImGui_Marmalade_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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@ -74,12 +80,12 @@ int main(int, char**)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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// Rendering
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IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
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IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
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IwGxClear();
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ImGui::Render();
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IwGxSwapBuffers();
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@ -29,6 +29,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_ImplGlfwGL2_Init(window, true);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -60,14 +64,16 @@ int main(int, char**)
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ImGui_ImplGlfwGL2_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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@ -82,7 +88,7 @@ int main(int, char**)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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@ -34,6 +34,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_ImplGlfwGL3_Init(window, true);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -65,14 +69,16 @@ int main(int, char**)
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ImGui_ImplGlfwGL3_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f = 0.0f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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@ -87,7 +93,7 @@ int main(int, char**)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
|
@ -35,6 +35,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplSdlGL2_Init(window);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// 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.
|
||||
@ -73,14 +77,16 @@ int main(int, char**)
|
||||
ImGui_ImplSdlGL2_NewFrame(window);
|
||||
|
||||
// 1. Show a simple window
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -95,7 +101,7 @@ int main(int, char**)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
|
@ -35,6 +35,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplSdlGL3_Init(window);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// 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.
|
||||
@ -73,14 +77,16 @@ int main(int, char**)
|
||||
ImGui_ImplSdlGL3_NewFrame(window);
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -95,7 +101,7 @@ int main(int, char**)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
|
@ -625,6 +625,10 @@ int main(int, char**)
|
||||
init_data.check_vk_result = check_vk_result;
|
||||
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// 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.
|
||||
@ -694,14 +698,16 @@ int main(int, char**)
|
||||
ImGui_ImplGlfwVulkan_NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -716,7 +722,7 @@ int main(int, char**)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user