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Examples: Comments, bits of documentation
This commit is contained in:
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// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert the format of vertices.
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// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert the format of vertices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
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// https://github.com/ocornut/imgui, Original code by @birthggd
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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@ -9,9 +9,8 @@
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// [ ] Platform: Missing clipboard support via al_set_clipboard_text/al_clipboard_has_text.
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// [ ] Platform: Missing clipboard support via al_set_clipboard_text/al_clipboard_has_text.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
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// https://github.com/ocornut/imgui, Original code by @birthggd
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#pragma once
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#pragma once
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// CHANGELOG
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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struct ID3D10Device;
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struct ID3D10Device;
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// CHANGELOG
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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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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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// CHANGELOG
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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enum DXGI_FORMAT;
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enum DXGI_FORMAT;
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// CHANGELOG
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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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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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// CHANGELOG
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
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IMGUI_IMPL_API bool ImGui_ImplFreeGLUT_Init();
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// CHANGELOG
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// About GLSL version:
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// About GLSL version:
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// ImGui Renderer + Platform Binding for: Marmalade + IwGx
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// ImGui Renderer + Platform Binding for: Marmalade + IwGx
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// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui)
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// Copyright (C) 2015 by Giovanni Zito
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// This file is part of ImGui
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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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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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// https://github.com/ocornut/imgui
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// Copyright (C) 2015 by Giovanni Zito
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// Copyright (C) 2015 by Giovanni Zito
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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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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// **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 imgui_impl_opengl3.cpp**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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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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// **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 imgui_impl_opengl3.cpp**
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// **Prefer using the code in imgui_impl_opengl3.cpp**
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// Implemented features:
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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||||||
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
|
||||||
|
@ -5,6 +5,10 @@
|
|||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||||
|
|
||||||
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
// About GLSL version:
|
// About GLSL version:
|
||||||
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
|
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
|
||||||
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
|
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
|
||||||
|
@ -10,8 +10,7 @@
|
|||||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
||||||
// https://github.com/ocornut/imgui
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
|
@ -10,8 +10,7 @@
|
|||||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
||||||
// https://github.com/ocornut/imgui
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
struct SDL_Window;
|
struct SDL_Window;
|
||||||
|
@ -5,8 +5,7 @@
|
|||||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
||||||
// https://github.com/ocornut/imgui
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
|
@ -5,8 +5,7 @@
|
|||||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
||||||
// https://github.com/ocornut/imgui
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
#include <vulkan/vulkan.h>
|
#include <vulkan/vulkan.h>
|
||||||
|
68
imgui.cpp
68
imgui.cpp
@ -120,34 +120,73 @@
|
|||||||
- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
|
- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
|
||||||
|
|
||||||
THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
|
THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
|
||||||
|
EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder)
|
||||||
|
|
||||||
// Application init
|
// Application init: create a dear imgui context, setup some options, load fonts
|
||||||
// Create a context
|
|
||||||
ImGui::CreateContext();
|
ImGui::CreateContext();
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls
|
||||||
// TODO: Fill optional settings of the io structure later.
|
// TODO: Fill optional settings of the io structure later.
|
||||||
// TODO: Load fonts if you don't want to use the default font.
|
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
|
||||||
|
|
||||||
|
// Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11)
|
||||||
|
ImGui_ImplWin32_Init(hwnd);
|
||||||
|
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||||
|
|
||||||
|
// Application main loop
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
// Feed inputs to dear imgui, start new frame
|
||||||
|
ImGui_ImplDX11_NewFrame();
|
||||||
|
ImGui_ImplWin32_NewFrame();
|
||||||
|
ImGui::NewFrame();
|
||||||
|
|
||||||
|
// Any application code here
|
||||||
|
ImGui::Text("Hello, world!");
|
||||||
|
|
||||||
|
// Render dear imgui into screen
|
||||||
|
ImGui::Render();
|
||||||
|
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||||
|
g_pSwapChain->Present(1, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Shutdown
|
||||||
|
ImGui_ImplDX11_Shutdown();
|
||||||
|
ImGui_ImplWin32_Shutdown();
|
||||||
|
ImGui::DestroyContext();
|
||||||
|
|
||||||
|
THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
|
||||||
|
EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
|
||||||
|
|
||||||
|
// Application init: create a dear imgui context, setup some options, load fonts
|
||||||
|
ImGui::CreateContext();
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls
|
||||||
|
// TODO: Fill optional settings of the io structure later.
|
||||||
|
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
|
||||||
|
|
||||||
// Build and load the texture atlas into a texture
|
// Build and load the texture atlas into a texture
|
||||||
unsigned char* pixels = NULL;
|
// (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
|
||||||
int width, height;
|
int width, height;
|
||||||
|
unsigned char* pixels = NULL;
|
||||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||||
|
|
||||||
// At this point you've got the texture data and you need to upload that your your graphic system:
|
// At this point you've got the texture data and you need to upload that your your graphic system:
|
||||||
|
// After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
|
||||||
|
// This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ below for details about ImTextureID.
|
||||||
MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
|
MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
|
||||||
// Store your texture pointer/identifier (in whatever formatyour engine uses) in 'io.Fonts->TexID'.
|
|
||||||
// This will be passed back to your via the renderer. Read FAQ for details about ImTextureID.
|
|
||||||
io.Fonts->TexID = (void*)texture;
|
io.Fonts->TexID = (void*)texture;
|
||||||
|
|
||||||
// Application main loop
|
// Application main loop
|
||||||
while (true)
|
while (true)
|
||||||
{
|
{
|
||||||
// Setup low-level inputs (e.g. on Win32, GetKeyboardState(), or write to those fields from your Windows message loop handlers, etc.)
|
// Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
// (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform bindings)
|
||||||
io.DeltaTime = 1.0f/60.0f;
|
io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
|
||||||
io.DisplaySize.x = 1920.0f;
|
io.DisplaySize.x = 1920.0f; // set the current display width
|
||||||
io.DisplaySize.y = 1280.0f;
|
io.DisplaySize.y = 1280.0f; // set the current display height here
|
||||||
io.MousePos = my_mouse_pos;
|
io.MousePos = my_mouse_pos; // set the mouse position
|
||||||
io.MouseDown[0] = my_mouse_buttons[0];
|
io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
|
||||||
io.MouseDown[1] = my_mouse_buttons[1];
|
io.MouseDown[1] = my_mouse_buttons[1];
|
||||||
|
|
||||||
// Call NewFrame(), after this point you can use ImGui::* functions anytime
|
// Call NewFrame(), after this point you can use ImGui::* functions anytime
|
||||||
@ -163,7 +202,8 @@
|
|||||||
// (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code)
|
// (You want to try calling EndFrame/Render as late as you can, to be able to use imgui in your own game rendering code)
|
||||||
ImGui::EndFrame();
|
ImGui::EndFrame();
|
||||||
ImGui::Render();
|
ImGui::Render();
|
||||||
MyImGuiRenderFunction(ImGui::GetDrawData());
|
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||||
|
MyImGuiRenderFunction(draw_data);
|
||||||
SwapBuffers();
|
SwapBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user