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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp
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f5c47faee8
@ -46,17 +46,18 @@ Also note that some setup or GPU drivers may be causing extra lag (possibly by e
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leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
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opengl2_example/
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*DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
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GLFW + OpenGL example (old, fixed graphic pipeline).
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This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
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more complicated, will require your code to reset every single OpenGL attributes to their initial state,
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and might confuse your GPU driver. Prefer using opengl3_example.
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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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GLFW + OpenGL example (legacy, fixed pipeline).
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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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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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confuse your GPU driver.
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opengl3_example/
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GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL3/4 in your application.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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directx9_example/
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DirectX9 example, Windows only.
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@ -75,15 +76,18 @@ apple_example/
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Synergy keyboard integration is rather hacky.
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sdl_opengl2_example/
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*DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
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SDL2 + OpenGL example (old fixed pipeline).
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This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
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more complicated, will require your code to reset every single OpenGL attributes to their initial state,
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and might confuse your GPU driver. Prefer using sdl_opengl3_example.
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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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SDL2 + OpenGL example (legacy, fixed pipeline).
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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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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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confuse your GPU driver.
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sdl_opengl3_example/
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SDL2 + OpenGL3 example.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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allegro5_example/
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Allegro 5 example.
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@ -1,12 +1,13 @@
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// ImGui GLFW binding with OpenGL
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// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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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*
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// This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
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// more complicated, will require your code to reset every single OpenGL attributes to their initial state,
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// and might confuse your GPU driver. Prefer using opengl3_example.
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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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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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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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@ -1,8 +1,9 @@
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// ImGui GLFW binding with OpenGL
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// ImGui GLFW binding with OpenGL (legacy, fixed pipeline)
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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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*
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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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// See imgui_impl_glfw.cpp for details.
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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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@ -1,8 +1,9 @@
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// ImGui - standalone example application for GLFW + OpenGL 2, using fixed pipeline
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// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
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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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// (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*
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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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// See imgui_impl_glfw.cpp for details.
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#include <imgui.h>
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@ -1,12 +1,13 @@
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// ImGui SDL2 binding with OpenGL
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// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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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*
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// This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
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// more complicated, will require your code to reset every single OpenGL attributes to their initial state,
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// and might confuse your GPU driver. Prefer using sdl_opengl3_example.
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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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// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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// confuse your GPU driver.
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// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
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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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@ -1,7 +1,11 @@
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// ImGui SDL2 binding with OpenGL
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// ImGui SDL2 binding with OpenGL (legacy, fixed pipeline)
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// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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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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// See imgui_impl_sdl.cpp for details.
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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 ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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@ -2,7 +2,8 @@
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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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// (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*
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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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// See imgui_impl_sdl.cpp for details.
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#include <imgui.h>
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@ -108,8 +108,7 @@
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- Add the Dear ImGui source files to your projects, using your preferred build system.
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It is recommended you build the .cpp files as part of your project and not as a library.
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- You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
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- See examples/ folder for standalone sample applications. To understand the integration process, you can read examples/opengl2_example/ because
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it is short, then switch to the one more appropriate to your use case.
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- See examples/ folder for standalone sample applications.
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- You may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
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- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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@ -241,8 +241,8 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
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colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
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colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
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colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
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colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
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colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
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colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
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colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
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colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
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colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
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