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Fixed Travis path + various paths in comments/documentations
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@ -26,6 +26,6 @@ before_install:
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fi
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script:
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- make -C examples/opengl2_example
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- make -C examples/opengl3_example
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- make -C examples/sdl_opengl3_example
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- make -C examples/example_glfw_opengl2
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- make -C examples/example_glfw_opengl3
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- make -C examples/example_sdl_opengl3
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@ -41,7 +41,7 @@ You can find binaries of some of those example applications at:
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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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catch up with what changed.
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- To LEARN how to setup imgui, you may refer to 'opengl2_example/' because is the simplest one to read.
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- To LEARN how to setup imgui, you may refer to 'example_glfw_opengl2/' because is the simplest one to read.
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However, do NOT USE the OpenGL2 renderer if your code is using any modern GL3+ calls.
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Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
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Read comments below for details. If you are not sure, in doubt, use the OpenGL3 renderer.
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@ -71,7 +71,7 @@ Most the example bindings are split in 2 parts:
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Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
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- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
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Examples: the directx11_example/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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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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@ -215,7 +215,7 @@ example_sdl_vulkan/
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example_apple/
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OSX & iOS example + OpenGL2.
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THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
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Consider using the opengl3_example/ instead.
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Consider using the example_glfw_opengl3/ instead.
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On iOS, Using Synergy to access keyboard/mouse data from server computer.
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Synergy keyboard integration is rather hacky.
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@ -6,7 +6,7 @@ THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
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This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
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It is a rather complex and messy 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. **The opengl3_example/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
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It is a rather complex and messy 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. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
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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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@ -610,7 +610,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES
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// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
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static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
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{
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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@ -3,7 +3,7 @@
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// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, 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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// **Prefer using the code in the opengl3_example/ folder**
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// **Prefer using the code in the example_glfw_opengl2/ folder**
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// See imgui_impl_glfw.cpp for details.
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#include "imgui.h"
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@ -3,7 +3,7 @@
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, 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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// **Prefer using the code in the sdl_opengl3_example/ folder**
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// **Prefer using the code in the example_sdl_opengl3/ folder**
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// See imgui_impl_sdl.cpp for details.
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#include "imgui.h"
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@ -20,7 +20,7 @@
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
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<RootNamespace>directx10_example</RootNamespace>
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<RootNamespace>example_win32_directx10</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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@ -20,7 +20,7 @@
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
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<RootNamespace>directx12_example</RootNamespace>
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<RootNamespace>example_win32_directx12</RootNamespace>
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<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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