mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-25 00:00:40 +01:00
107 lines
5.6 KiB
Plaintext
107 lines
5.6 KiB
Plaintext
Those are standalone ready-to-build applications to demonstrate Dear ImGui.
|
|
Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
|
|
|
|
Third party languages and frameworks bindings:
|
|
https://github.com/ocornut/imgui/wiki/Links
|
|
(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
|
|
(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
|
|
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
|
|
(extras: RemoteImGui, ImWindow, imgui_wm, etc.)
|
|
|
|
|
|
TL;DR;
|
|
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
|
|
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
|
|
to your project and use them unmodified.
|
|
- To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read.
|
|
However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
|
|
Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
|
|
Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
|
|
- If you have your own engine, you probably want to read a few of the examples first then adapt it to
|
|
your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the
|
|
existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
|
|
do that later when you already got things to work.
|
|
|
|
Dear ImGui is highly portable and only requires a few things to run and render.
|
|
- Providing mouse/keyboard inputs
|
|
- Load the font atlas texture into graphics memory
|
|
- Providing a render function to render indexed textured triangles
|
|
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
|
|
So this is essentially what those examples are doing + the obligatory cruft for portability.
|
|
|
|
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
|
|
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
|
|
third party software. For most examples here I choose to provide:
|
|
- Makefiles for Linux/OSX
|
|
- Batch files for Visual Studio 2008+
|
|
- A .sln project file for Visual Studio 2010+
|
|
Please let me know if they don't work with your setup!
|
|
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
|
|
directly with a command-line compiler.
|
|
|
|
Dear ImGui has zero to one frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
|
|
Consider that OS mouse cursors are typically drawn through a specific hardware accelerated route and may
|
|
feel smoother than other GPU rendered contents. You may experiment with the io.MouseDrawCursor flag to
|
|
request ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software
|
|
cursor. It might be beneficial to the user experience to switch to a software rendered cursor when an
|
|
interactive drag is in progress.
|
|
Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
|
|
leaving you with little option but sadness (Intel GPU drivers were reported as such).
|
|
|
|
|
|
opengl2_example/
|
|
**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
|
**Prefer using the code in the opengl3_example/ folder**
|
|
GLFW + OpenGL example (legacy, fixed pipeline).
|
|
This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
|
If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
|
complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
|
confuse your GPU driver.
|
|
|
|
opengl3_example/
|
|
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
|
|
This uses more modern OpenGL calls and custom shaders.
|
|
Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
|
|
|
|
directx9_example/
|
|
DirectX9 example, Windows only.
|
|
|
|
directx10_example/
|
|
DirectX10 example, Windows only.
|
|
This is quite long and tedious, because: DirectX10.
|
|
|
|
directx11_example/
|
|
DirectX11 example, Windows only.
|
|
This is quite long and tedious, because: DirectX11.
|
|
|
|
apple_example/
|
|
OSX & iOS example.
|
|
On iOS, Using Synergy to access keyboard/mouse data from server computer.
|
|
Synergy keyboard integration is rather hacky.
|
|
|
|
sdl_opengl2_example/
|
|
**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
|
**Prefer using the code in the sdl_opengl3_example/ folder**
|
|
SDL2 + OpenGL example (legacy, fixed pipeline).
|
|
This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
|
|
If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
|
|
complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
|
|
confuse your GPU driver.
|
|
|
|
sdl_opengl3_example/
|
|
SDL2 + OpenGL3 example.
|
|
This uses more modern OpenGL calls and custom shaders.
|
|
Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
|
|
|
|
allegro5_example/
|
|
Allegro 5 example.
|
|
|
|
marmalade_example/
|
|
Marmalade example using IwGx
|
|
|
|
vulkan_example/
|
|
Vulkan example.
|
|
This is quite long and tedious, because: Vulkan.
|
|
|
|
TODO: Apple, SDL GL2/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
|