Comments, documentation

This commit is contained in:
omar 2018-06-11 19:52:40 +02:00
parent a1b6766d43
commit cdf51cad2d
5 changed files with 59 additions and 56 deletions

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@ -32,20 +32,14 @@ You can find binaries of some of those example applications at:
MISC COMMENTS AND SUGGESTIONS
---------------------------------------
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- Please read the comments and instruction at the top of each file.
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed.
- To LEARN how to setup imgui, you may refer to 'example_glfw_opengl2/' because is the simplest one to read.
However, do NOT USE the OpenGL2 renderer if your code is using any modern GL3+ calls.
Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
Read comments below for details. If you are not sure, in doubt, use the OpenGL3 renderer.
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
@ -54,7 +48,7 @@ You can find binaries of some of those example applications at:
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
cursor only when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
If you are not sure who to blame if you feeling that dragging something is laggy, try to build an
If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
application drawing a shape directly under the mouse cursor.
@ -82,8 +76,8 @@ Most the example bindings are split in 2 parts:
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering system
layered over DirectX11.
Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
using your own functions, etc.
@ -102,8 +96,8 @@ Most the example bindings are split in 2 parts:
integration. It is also much more complicated and require more work to integrate correctly.
If you are new to imgui and you are trying to integrate it into your application, first try to ignore
everything related to Viewport and Platform Windows. You'll be able to come back to it later!
Note that if you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
Note that if you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit
from improvements and fixes related to viewports and platform windows without extra work on your side.
See 'ImGuiPlatformIO' for details.
List of Platforms Bindings in this repository:
@ -119,7 +113,7 @@ List of Renderer Bindings in this repository:
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
@ -224,6 +218,10 @@ example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp
example_freeglut_opengl2/
FreeGLUT + OpenGL2.
= main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp

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@ -7,7 +7,8 @@
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may freely use any other OpenGL loader such as: glew, glad, glLoadGen, etc.
//#include <glew.h>
#include <GLFW/glfw3.h>
static void glfw_error_callback(int error, const char* description)

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@ -7,7 +7,8 @@
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may freely use any other OpenGL loader such as: glew, glad, glLoadGen, etc.
//#include <glew.h>
#include <SDL.h>
int main(int, char**)

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@ -27,7 +27,8 @@
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may freely use any other OpenGL loader such as: glew, glad, glLoadGen, etc.
//#include <glew.h>
// OpenGL Data
static char g_GlslVersion[32] = "#version 150";

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@ -109,43 +109,33 @@
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
- Run and study the examples and demo to get acquainted with the library.
- Add the Dear ImGui source files to your projects, using your preferred build system.
- Add the Dear ImGui source files to your projects or using your preferred build system.
It is recommended you build the .cpp files as part of your project and not as a library.
- You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
- You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder.
- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
- Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
phases of your own application. All rendering informatioe are stored into command-lists that you will retrieve after calling ImGui::Render().
- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
- Init: retrieve the ImGuiIO structure with ImGui::GetIO() and fill the fields marked 'Settings': at minimum you need to set io.DisplaySize
(application resolution). Later on you will fill your keyboard mapping, clipboard handlers, and other advanced features but for a basic
integration you don't need to worry about it all.
- Init: call io.Fonts->GetTexDataAsRGBA32(...), it will build the font atlas texture, then load the texture pixels into graphics memory.
- Every frame:
- In your main loop as early a possible, fill the IO fields marked 'Input' (e.g. mouse position, buttons, keyboard info, etc.)
- Call ImGui::NewFrame() to begin the frame
- You can use any ImGui function you want between NewFrame() and Render()
- Call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your io.RenderDrawListFn handler.
(Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwise some features will break)
- All rendering information are stored into command-lists until ImGui::Render() is called.
- Dear ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases
of your own application.
- Refer to the examples applications in the examples/ folder for instruction on how to setup your code.
- A minimal application skeleton may be:
THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
// Application init
// Create a context
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = 1920.0f;
io.DisplaySize.y = 1280.0f;
// TODO: Fill others 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.
// Load texture atlas (there is a default font so you don't need to care about choosing a font yet)
unsigned char* pixels;
// Build and load the texture atlas into a texture
unsigned char* pixels = NULL;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// TODO: At this points you've got the texture data and you need to upload that your your graphic system:
MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA)
// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'. This will be passed back to your via the renderer.
// At this point you've got the texture data and you need to upload that your your graphic system:
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;
// Application main loop
@ -154,18 +144,24 @@
// Setup low-level inputs (e.g. on Win32, GetKeyboardState(), or write to those fields from your Windows message loop handlers, etc.)
ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = 1.0f/60.0f;
io.MousePos = mouse_pos;
io.MouseDown[0] = mouse_button_0;
io.MouseDown[1] = mouse_button_1;
io.DisplaySize.x = 1920.0f;
io.DisplaySize.y = 1280.0f;
io.MousePos = my_mouse_pos;
io.MouseDown[0] = my_mouse_buttons[0];
io.MouseDown[1] = my_mouse_buttons[1];
// Call NewFrame(), after this point you can use ImGui::* functions anytime
// (So you want to try calling Newframe() as early as you can in your mainloop to be able to use imgui everywhere)
ImGui::NewFrame();
// Most of your application code here
ImGui::Text("Hello, world!");
MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
MyGameRender(); // may use any ImGui functions as well!
// Render & swap video buffers
// Render imgui, swap buffers
// (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::Render();
MyImGuiRenderFunction(ImGui::GetDrawData());
SwapBuffers();
@ -174,13 +170,13 @@
// Shutdown
ImGui::DestroyContext();
THIS HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- A minimal render function skeleton may be:
void void MyRenderFunction(ImDrawData* draw_data)
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// TODO: Setup viewport, orthographic projection matrix
// TODO: Setup viewport using draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -199,10 +195,16 @@
// The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization.
MyEngineBindTexture(pcmd->TextureId);
// We are using scissoring to clip some objects. All low-level graphics API supports it.
// If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
// We are using scissoring to clip some objects. All low-level graphics API should supports it.
// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
// (some elements visible outside their bounds) but you can fix that once everywhere else works!
MyEngineScissor((int)pcmd->ClipRect.x, (int)pcmd->ClipRect.y, (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
// - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
// In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
// However, in the interest of supporting multi-viewport applications in the future, always subtract draw_data->DisplayPos from
// clipping bounds to convert them to your viewport space.
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
ImVec2 pos = draw_data->DisplayPos;
MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
// Render 'pcmd->ElemCount/3' indexed triangles.
// By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits if your engine doesn't support 16-bits indices.