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Examples: Using "dear imgui" terminology in all examples headers/comments + fix minor typo.
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@ -44,7 +44,7 @@ You can find binaries of some of those example applications at:
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- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
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However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
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and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
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You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself,
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You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
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to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
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at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
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cursor only when an interactive drag is in progress.
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@ -179,7 +179,7 @@ example_glfw_opengl2/
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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@ -200,7 +200,7 @@ example_sdl_opengl2/
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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@ -1,5 +1,5 @@
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// ImGui - standalone example application for Allegro 5
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for Allegro 5
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include <stdint.h>
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#include <allegro5/allegro.h>
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@ -45,9 +45,9 @@
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// If we want to receive key events, we either need to be in the responder chain of the key view,
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// or else we can install a local monitor. The consequence of this heavy-handed approach is that
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// we receive events for all controls, not just ImGui widgets. If we had native controls in our
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// window, we'd want to be much more careful than just ingesting the complete event stream, though
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// we do make an effort to be good citizens by passing along events when ImGui doesn't want to capture.
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// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
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// window, we'd want to be much more careful than just ingesting the complete event stream, though we
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// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
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NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
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[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
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BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
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@ -1,5 +1,5 @@
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// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "../imgui_impl_osx.h"
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@ -1,5 +1,5 @@
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// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
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#include "imgui.h"
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@ -57,7 +57,7 @@ void my_display_code()
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void glut_display_func()
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{
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// Start the ImGui frame
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui_ImplFreeGLUT_NewFrame();
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@ -95,7 +95,7 @@ int main(int argc, char** argv)
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// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
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glutDisplayFunc(glut_display_func);
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// Setup ImGui binding
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// Setup Dear ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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@ -1,5 +1,5 @@
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// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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#include "imgui.h"
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@ -1,5 +1,5 @@
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// ImGui - standalone example application for Glfw + Vulkan
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for Glfw + Vulkan
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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@ -1,8 +1,8 @@
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// ImGui - standalone example application for Marmalade
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for Marmalade
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of ImGui
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// This file is part of Dear ImGui
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#include "imgui.h"
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#include "imgui_impl_marmalade.h"
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// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
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// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs)
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#include "imgui.h"
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#include <stdio.h>
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// ImGui - standalone example application for SDL2 + OpenGL
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for SDL2 + OpenGL
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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// ImGui - standalone example application for SDL2 + OpenGL
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for SDL2 + OpenGL
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
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// ImGui - standalone example application for SDL2 + Vulkan
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for SDL2 + Vulkan
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "imgui_impl_sdl.h"
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@ -332,7 +332,7 @@ int main(int, char**)
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ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
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SetupVulkanWindowData(wd, surface, w, h);
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// Setup ImGui binding
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// Setup Dear ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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// ImGui - standalone example application for DirectX 10
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for DirectX 10
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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// ImGui - standalone example application for DirectX 11
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui - standalone example application for DirectX 11
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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// ImGui - standalone example application for DirectX 12
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for DirectX 12
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
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#include "imgui.h"
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// ImGui - standalone example application for DirectX 9
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// dear imgui: standalone example application for DirectX 9
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include "imgui.h"
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#include "imgui_impl_dx9.h"
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// ImGui Renderer + Platform Binding for: Allegro 5
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// dear imgui: Renderer + Platform Binding for Allegro 5
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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@ -74,7 +74,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
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// Setup orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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{
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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@ -108,7 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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const int* indices = NULL;
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if (sizeof(ImDrawIdx) == 2)
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{
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// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices.
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// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
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// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
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static ImVector<int> indices_converted;
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indices_converted.resize(cmd_list->IdxBuffer.Size);
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// ImGui Renderer + Platform Binding for: Allegro 5
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// dear imgui: Renderer + Platform Binding for Allegro 5
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// ImGui Renderer for: DirectX10
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// dear imgui: Renderer for DirectX10
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// ImGui Renderer for: DirectX10
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// dear imgui: Renderer for DirectX10
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// ImGui Renderer for: DirectX11
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// dear imgui: Renderer for DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// ImGui Renderer for: DirectX11
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// dear imgui: Renderer for DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// ImGui Renderer for: DirectX12
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// dear imgui: Renderer for DirectX12
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// ImGui Renderer for: DirectX12
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// dear imgui: Renderer for DirectX12
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// ImGui Renderer for: DirectX9
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// dear imgui: Renderer for DirectX9
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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@ -140,7 +140,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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// Setup orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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{
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float L = draw_data->DisplayPos.x + 0.5f;
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// ImGui Renderer for: DirectX9
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// dear imgui: Renderer for DirectX9
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// ImGui Platform Binding for: FreeGLUT
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// dear imgui: Platform Binding for FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// Issues:
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// ImGui Platform Binding for: FreeGLUT
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// dear imgui: Platform Binding for FreeGLUT
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// This needs to be used along with a Renderer (e.g. OpenGL2)
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// Issues:
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// ImGui Platform Binding for: GLFW
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// dear imgui: Platform Binding for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// ImGui Platform Binding for: GLFW
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// dear imgui: Platform Binding for GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// ImGui Renderer + Platform Binding for: Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui)
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// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Renderer + Platform Binding for: Marmalade + IwGx
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// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of ImGui
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IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
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IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
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IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
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// ImGui Renderer for: Metal
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// dear imgui: Renderer for Metal
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// This needs to be used along with a Platform Binding (e.g. OSX)
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// Implemented features:
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// ImGui Renderer for: Metal
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// dear imgui: Renderer for Metal
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// This needs to be used along with a Platform Binding (e.g. OSX)
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// Implemented features:
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@ -408,7 +408,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
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[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
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// Setup viewport, orthographic projection matrix
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// Our visible imgui space lies from draw_data->DisplayPps (top left) to
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
|
||||
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
MTLViewport viewport =
|
||||
{
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
@ -102,7 +102,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
@ -175,7 +175,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Platform Binding for: OSX / Cocoa
|
||||
// dear imgui: Platform Binding for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Platform Binding for: OSX / Cocoa
|
||||
// dear imgui: Platform Binding for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Platform Binding for: SDL2
|
||||
// dear imgui: Platform Binding for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Platform Binding for: SDL2
|
||||
// dear imgui: Platform Binding for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Renderer for: Vulkan
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Missing features:
|
||||
@ -273,7 +273,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
}
|
||||
|
||||
// Setup scale and translation:
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
{
|
||||
float scale[2];
|
||||
scale[0] = 2.0f / draw_data->DisplaySize.x;
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Renderer for: Vulkan
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Missing features:
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
|
||||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
|
@ -1,4 +1,4 @@
|
||||
// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
|
||||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
|
Loading…
Reference in New Issue
Block a user