Examples Readme and Changelog tweaks, added #2527, re-ordered examples/README alphabetically.

This commit is contained in:
omar 2019-05-06 10:02:59 +02:00
parent 5ecc9d5865
commit 6c196cf432
6 changed files with 56 additions and 38 deletions

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@ -34,8 +34,9 @@ HOW TO UPDATE?
----------------------------------------------------------------------- -----------------------------------------------------------------------
Breaking Changes: Breaking Changes:
- ImDrawList: Fixed rectangles with thick lines (>1.0f) not being as thick as requested. (#2518) - ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
If you have custom rendering using thick lines, they will appear thicker now. up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
they will appear a little thicker now. (#2518) [@rmitton]
- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. - Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead.
Kept inline redirection function. Kept inline redirection function.
- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required - Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required
@ -50,8 +51,8 @@ Other Changes:
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each
renderer code setting up initial render state has been moved to a function so it could be renderer code setting up initial render state has been moved to a function so it could be
called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw] called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
- InputText: Fixed selection background starts rendering one frame after the cursor movement - InputText: Fixed selection background rendering one frame after the cursor movement when
when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336) - InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted - InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
if the back-end provided both Key and Character input. (#2467, #1336) if the back-end provided both Key and Character input. (#2467, #1336)
@ -68,7 +69,7 @@ Other Changes:
highlight from parent menu items earlier than necessary while approaching the child menu. highlight from parent menu items earlier than necessary while approaching the child menu.
- Window: Close button is horizontally aligned with style.FramePadding.x. - Window: Close button is horizontally aligned with style.FramePadding.x.
- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. - Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active.
- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, 2530) - Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530)
- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, - Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening,
instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517) instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517)
Among other things, this allows opening a popup while no window are focused, and pressing Escape to Among other things, this allows opening a popup while no window are focused, and pressing Escape to
@ -97,8 +98,9 @@ Other Changes:
- Demo: Improved trees in columns demo. - Demo: Improved trees in columns demo.
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized - Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
GL function loaders early, and help users understand what they are missing. (#2421) GL function loaders early, and help users understand what they are missing. (#2421)
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink] - Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw]
- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop. - Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097) - Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). - Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).

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@ -91,7 +91,7 @@ Most the example bindings are split in 2 parts:
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
works and is bound, you can rewrite the code using your own systems. works and is bound, you can rewrite the code using your own systems.
- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be - Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
seamlessly detached from the main application window. This is achieved using an extra layer to the seamlessly detached from the main application window. This is achieved using an extra layer to the
platform and renderer bindings, which allows imgui to communicate platform-specific requests. platform and renderer bindings, which allows imgui to communicate platform-specific requests.
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
@ -101,7 +101,7 @@ Most the example bindings are split in 2 parts:
List of Platforms Bindings in this repository: List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows) imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (not recommended unless really miss the 90's) imgui_impl_glut.cpp ; GLUT/FreeGLUT (not recommended unless really miss the 90's)
@ -151,40 +151,33 @@ Building:
directly with a command-line compiler. directly with a command-line compiler.
example_win32_directx9/ example_allegro5/
DirectX9 example, Windows only. Allegro 5 example.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp = main.cpp + imgui_impl_allegro5.cpp
example_win32_directx10/
DirectX10 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
example_win32_directx12/
DirectX12 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
This is quite long and tedious, because: DirectX12.
example_apple_metal/ example_apple_metal/
OSX & iOS + Metal. OSX & iOS + Metal.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm = main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_apple_opengl2/ example_apple_opengl2/
OSX + OpenGL2. OSX + OpenGL2.
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) (NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_empscripten: example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + GL could easily be modified to work with Emscripten. Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples. We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
example_glfw_metal/
GLFW (Mac) + Vulkan example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
example_glfw_opengl2/ example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline). GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
@ -200,12 +193,24 @@ example_glfw_opengl3/
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders. This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders). Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_glfw_vulkan/ example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example. GLFW (Win32, Mac, Linux) + Vulkan example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan. This is quite long and tedious, because: Vulkan.
example_glut_opengl2/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp
example_sdl_opengl2/ example_sdl_opengl2/
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
@ -221,20 +226,28 @@ example_sdl_opengl3/
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders. This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders). Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_sdl_vulkan/ example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan. This is quite long and tedious, because: Vulkan.
example_allegro5/ example_win32_directx9/
Allegro 5 example. DirectX9 example, Windows only.
= main.cpp + imgui_impl_allegro5.cpp = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
example_glut_opengl2/ example_win32_directx10/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2. DirectX10 example, Windows only.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
example_marmalade/ example_win32_directx11/
Marmalade example using IwGx. DirectX11 example, Windows only.
= main.cpp + imgui_impl_marmalade.cpp = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
example_win32_directx12/
DirectX12 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
This is quite long and tedious, because: DirectX12.

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@ -3,6 +3,7 @@
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
// !!! Prefer using GLFW Or SDL instead!
#include "imgui.h" #include "imgui.h"
#include "../imgui_impl_glut.h" #include "../imgui_impl_glut.h"

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@ -3,6 +3,7 @@
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
// !!! Prefer using GLFW or SDL instead!
// Issues: // Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I

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@ -3,6 +3,7 @@
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! // !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!! // !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
// !!! Prefer using GLFW or SDL instead!
// Issues: // Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I // [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I

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@ -369,7 +369,7 @@ CODE
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2019/04/29 (1.70) - fixed ImDrawList rectangles with thick lines (>1.0f) not being as thick as requested. If you have custom rendering using rectangles with thick lines, they will appear thicker now. - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
- 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).