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Examples: Comments
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Those are standalone ready-to-build applications to demonstrate ImGui.
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Those are standalone ready-to-build applications to demonstrate Dear ImGui.
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Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
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Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
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Third party languages and frameworks bindings: https://github.com/ocornut/imgui/wiki/Links
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Third party languages and frameworks bindings:
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(languages: C, .net, rust, D, Python, Lua..)
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https://github.com/ocornut/imgui/wiki/Links
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(frameworks: DX12, Vulkan, Cinder, OpenGLES, openFrameworks, Cocos2d-x, SFML, Flexium, NanoRT, Irrlicht..)
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(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
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(extras: RemoteImGui, ImWindow, imgui_wm..)
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(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
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OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
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(extras: RemoteImGui, ImWindow, imgui_wm, etc.)
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TL;DR;
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TL;DR;
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- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
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- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
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@ -19,14 +22,14 @@ TL;DR;
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existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
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existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
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do that later when you already got things to work.
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do that later when you already got things to work.
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ImGui is highly portable and only requires a few things to run:
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Dear ImGui is highly portable and only requires a few things to run and render.
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- Providing mouse/keyboard inputs
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- Providing mouse/keyboard inputs
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- Load the font atlas texture into graphics memory
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- Load the font atlas texture into graphics memory
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- Providing a render function to render indexed textured triangles
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- Providing a render function to render indexed textured triangles
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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So this is essentially what those examples are doing + the obligatory cruft for portability.
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So this is essentially what those examples are doing + the obligatory cruft for portability.
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Unfortunately in 2016 it is still tedious to create and maintain portable build files using external
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Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software. For most examples here I choose to provide:
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third party software. For most examples here I choose to provide:
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- Makefiles for Linux/OSX
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- Makefiles for Linux/OSX
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@ -36,14 +39,15 @@ Please let me know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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directly with a command-line compiler.
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ImGui has zero frame of lag for most behaviors and one frame of lag for some behaviors.
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Dear ImGui has zero to one frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
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At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
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Consider that OS mouse cursors are typically drawn through a specific hardware accelerated route and may
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a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
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feel smoother than other GPU rendered contents. You may experiment with the io.MouseDrawCursor flag to
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experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
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request ImGui to draw a mouse cursor itself, to visualize the lag between a hardware cursor and a software
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the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience
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cursor. It might be beneficial to the user experience to switch to a software rendered cursor when an
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to switch to a software rendered cursor when an interactive drag is in progress.
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interactive drag is in progress.
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Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
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Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
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leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
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leaving you with little option but sadness (Intel GPU drivers were reported as such).
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opengl2_example/
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opengl2_example/
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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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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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Vulkan example.
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Vulkan example.
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This is quite long and tedious, because: Vulkan.
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This is quite long and tedious, because: Vulkan.
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TODO: Apple, SDL GL/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
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TODO: Apple, SDL GL2/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
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