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Examples: Possibly clarified the intent of imgui_impl_* files.
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// ImGui Allegro 5 bindings
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// ImGui Allegro 5 bindings
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// by @birthggd
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// by @birthggd
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// ImGui Allegro 5 bindings
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// ImGui Allegro 5 bindings
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// by @birthggd
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// by @birthggd
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// ImGui Win32 + DirectX11 binding
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// ImGui Win32 + DirectX11 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include <imgui.h>
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// ImGui Win32 + DirectX11 binding
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// ImGui Win32 + DirectX11 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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struct ID3D11Device;
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struct ID3D11Device;
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// ImGui Win32 + DirectX9 binding
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// ImGui Win32 + DirectX9 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include <imgui.h>
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// ImGui Win32 + DirectX9 binding
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// ImGui Win32 + DirectX9 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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struct IDirect3DDevice9;
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struct IDirect3DDevice9;
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# iOS example
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# iOS example
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----
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## Introduction
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## Introduction
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This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
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This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
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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.
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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.
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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.
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## How to Use
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## How to Use
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----
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0. In Synergy, go to Preferences, and uncheck "Use SSL encryption"
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0. In Synergy, go to Preferences, and uncheck "Use SSL encryption"
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0. Run the example app.
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0. Run the example app.
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0. Enter the name or the IP of your synergy host
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0. Enter the name or the IP of your synergy host
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0. If you had previously connected to a server, you may need to kill and re-start the app.
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0. If you had previously connected to a server, you may need to kill and re-start the app.
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----
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## Notes and TODOs
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## Notes and TODOs
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Things that would be nice but I didn't get around to doing:
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Things that would be nice but I didn't get around to doing:
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@ -26,7 +25,6 @@ Things that would be nice but I didn't get around to doing:
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* Graceful disconnect/reconnect from uSynergy.
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* Graceful disconnect/reconnect from uSynergy.
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* Copy/Paste not well-supported
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* Copy/Paste not well-supported
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----
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## C++ on iOS
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## C++ on iOS
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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 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
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// ImGui GLFW binding with OpenGL3 + shaders
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include <imgui.h>
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// ImGui GLFW binding with OpenGL3 + shaders
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// ImGui GLFW binding with OpenGL3 + shaders
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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struct GLFWwindow;
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struct GLFWwindow;
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// ImGui GLFW binding with OpenGL
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// ImGui GLFW binding with OpenGL
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include <imgui.h>
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// ImGui GLFW binding with OpenGL
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// ImGui GLFW binding with OpenGL
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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struct GLFWwindow;
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struct GLFWwindow;
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// ImGui SDL2 binding with OpenGL
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// ImGui SDL2 binding with OpenGL
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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#include <SDL.h>
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#include <SDL.h>
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// ImGui SDL2 binding with OpenGL
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// ImGui SDL2 binding with OpenGL
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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struct SDL_Window;
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struct SDL_Window;
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