Examples: Comments, synched some minor drift between examples + stronger suggestion to use StyleColorsDark().

This commit is contained in:
omar
2017-12-24 18:45:11 +01:00
parent 1b86e7343f
commit ce13426a1a
11 changed files with 143 additions and 83 deletions

View File

@ -17,6 +17,10 @@ int main(int, char**)
// Setup ImGui binding
ImGui_Marmalade_Init(true);
// Setup style
ImGui::StyleColorsClassic();
//ImGui::StyleColorsDark();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@ -40,26 +44,28 @@ int main(int, char**)
// Main loop
while (true)
{
if (s3eDeviceCheckQuitRequest())
break;
if (s3eDeviceCheckQuitRequest())
break;
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
s3eKeyboardUpdate();
s3ePointerUpdate();
ImGui_Marmalade_NewFrame();
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
s3eKeyboardUpdate();
s3ePointerUpdate();
ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Demo Window")) show_demo_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
show_demo_window ^= 1;
if (ImGui::Button("Another Window"))
show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@ -74,12 +80,12 @@ int main(int, char**)
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();