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@ -25,7 +25,7 @@ This folder contains two things:
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- Example applications (standalone, ready-to-build) using the aforementioned bindings.
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They are the in the XXXX_example/ sub-folders.
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You can find binaries of some of those example applications at:
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You can find binaries of some of those example applications at:
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http://www.miracleworld.net/imgui/binaries
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@ -35,7 +35,7 @@ You can find binaries of some of those example applications at:
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- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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Please read the comments and instruction at the top of each file.
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- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
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to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
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ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
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@ -43,13 +43,13 @@ 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 Dear ImGui to draw a mouse cursor itself,
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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 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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cursor only when an interactive drag is in progress.
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Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
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If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
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If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
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application drawing a shape directly under the mouse cursor.
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@ -71,17 +71,17 @@ Most the example bindings are split in 2 parts:
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- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
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This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
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- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
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- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
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your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
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first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
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first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
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imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
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In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
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Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
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Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
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system layered over DirectX11.
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Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
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using your own functions, etc.
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Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
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using your own functions, etc.
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Please consider using the bindings to the lower-level platform/graphics API as-is.
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Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
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@ -89,10 +89,10 @@ Most the example bindings are split in 2 parts:
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This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
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works and is bound, you can rewrite the code using your own systems.
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- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
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seamlessly detached from the main application window. This is achieved using an extra layer to the
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- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
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seamlessly detached from the main application window. This is achieved using an extra layer to the
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platform and renderer bindings, which allows imgui to communicate platform-specific requests.
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If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
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If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
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improvements and fixes related to viewports and platform windows without extra work on your side.
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@ -125,7 +125,7 @@ Third-party framework, graphics API and languages bindings are listed at:
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https://github.com/ocornut/imgui/wiki/Bindings
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Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
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Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
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Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
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OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
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Miscellaneous: Software Renderer, RemoteImgui, etc.
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@ -135,12 +135,12 @@ Third-party framework, graphics API and languages bindings are listed at:
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---------------------------------------
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Building:
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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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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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third party software. For most examples here I choose to provide:
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- Makefiles for Linux/OSX
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- Batch files for Visual Studio 2008+
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- A .sln project file for Visual Studio 2010+
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- A .sln project file for Visual Studio 2010+
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- Xcode project files for the Apple examples
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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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@ -150,7 +150,7 @@ Building:
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example_win32_directx9/
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DirectX9 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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example_win32_directx10/
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DirectX10 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
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@ -158,7 +158,7 @@ example_win32_directx10/
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example_win32_directx11/
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DirectX11 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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example_win32_directx12/
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DirectX12 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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@ -188,9 +188,9 @@ example_glfw_opengl2/
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example_glfw_opengl3/
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
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This uses more modern OpenGL calls and custom shaders.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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example_glfw_vulkan/
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GLFW (Win32, Mac, Linux) + Vulkan example.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
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@ -204,12 +204,12 @@ example_sdl_opengl2/
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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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state, and might confuse your GPU driver. One star, not recommended.
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example_sdl_opengl3/
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
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This uses more modern OpenGL calls and custom shaders.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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example_sdl_vulkan/
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