Examples: Possibly clarified the intent of imgui_impl_* files.

This commit is contained in:
ocornut 2015-10-13 17:53:43 +02:00
parent 1c69b3d0df
commit 5d53f37a5d
13 changed files with 38 additions and 4 deletions

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// ImGui Allegro 5 bindings // ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// by @birthggd // by @birthggd

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// ImGui Allegro 5 bindings // ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// by @birthggd // by @birthggd

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// ImGui Win32 + DirectX11 binding // ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>

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// ImGui Win32 + DirectX11 binding // ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct ID3D11Device; struct ID3D11Device;

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// ImGui Win32 + DirectX9 binding // ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>

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// ImGui Win32 + DirectX9 binding // ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct IDirect3DDevice9; struct IDirect3DDevice9;

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# iOS example # iOS example
----
## Introduction ## Introduction
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/). This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
It is a rather complex example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui.
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active. Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
## How to Use ## How to Use
----
0. In Synergy, go to Preferences, and uncheck "Use SSL encryption" 0. In Synergy, go to Preferences, and uncheck "Use SSL encryption"
0. Run the example app. 0. Run the example app.
@ -16,7 +16,6 @@ Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImG
0. Enter the name or the IP of your synergy host 0. Enter the name or the IP of your synergy host
0. If you had previously connected to a server, you may need to kill and re-start the app. 0. If you had previously connected to a server, you may need to kill and re-start the app.
----
## Notes and TODOs ## Notes and TODOs
Things that would be nice but I didn't get around to doing: Things that would be nice but I didn't get around to doing:
@ -26,7 +25,6 @@ Things that would be nice but I didn't get around to doing:
* Graceful disconnect/reconnect from uSynergy. * Graceful disconnect/reconnect from uSynergy.
* Copy/Paste not well-supported * Copy/Paste not well-supported
----
## C++ on iOS ## C++ on iOS
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension. ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.

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// ImGui GLFW binding with OpenGL3 + shaders // ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>

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// ImGui GLFW binding with OpenGL3 + shaders // ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct GLFWwindow; struct GLFWwindow;

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// ImGui GLFW binding with OpenGL // ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <imgui.h> #include <imgui.h>

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// ImGui GLFW binding with OpenGL // ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct GLFWwindow; struct GLFWwindow;

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// ImGui SDL2 binding with OpenGL // ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
#include <SDL.h> #include <SDL.h>

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// ImGui SDL2 binding with OpenGL // ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
struct SDL_Window; struct SDL_Window;