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		| @@ -1,4 +1,5 @@ | ||||
| // ImGui Allegro 5 bindings | ||||
| // ImGui Renderer + Platform Binding for: Allegro 5 | ||||
| // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui Allegro 5 bindings | ||||
| // ImGui Renderer + Platform Binding for: Allegro 5 | ||||
| // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui Win32 + DirectX10 binding | ||||
| // ImGui Renderer for: DirectX10 | ||||
| // This needs to be used along with a Platform Binding (e.g. Win32) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui Win32 + DirectX10 binding | ||||
| // ImGui Renderer for: DirectX10 | ||||
| // This needs to be used along with a Platform Binding (e.g. Win32) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui Win32 + DirectX11 binding | ||||
| // ImGui Renderer for: DirectX11 | ||||
| // This needs to be used along with a Platform Binding (e.g. Win32) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui Win32 + DirectX11 binding | ||||
| // ImGui Renderer for: DirectX11 | ||||
| // This needs to be used along with a Platform Binding (e.g. Win32) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui Win32 + DirectX9 binding | ||||
| // ImGui Renderer for: DirectX9 | ||||
| // This needs to be used along with a Platform Binding (e.g. Win32) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui Win32 + DirectX9 binding | ||||
| // ImGui Renderer for: DirectX9 | ||||
| // This needs to be used along with a Platform Binding (e.g. Win32) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,9 +1,8 @@ | ||||
| // ImGui GLFW binding with OpenGL3 + shaders | ||||
| // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | ||||
| // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) | ||||
| // ImGui Platform Binding for: GLFW | ||||
| // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) | ||||
| // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
| //  [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. | ||||
|  | ||||
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | ||||
| @@ -21,13 +20,8 @@ | ||||
| //  2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set. | ||||
| //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support. | ||||
| //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. | ||||
| //  2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. (Also changed GL context from 3.3 to 3.2 in example's main.cpp) | ||||
| //  2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. | ||||
| //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). | ||||
| //  2017-05-01: OpenGL: Fixed save and restore of current blend function state. | ||||
| //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. | ||||
| //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. | ||||
| //  2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. | ||||
|  | ||||
| #include "imgui.h" | ||||
| #include "imgui_impl_glfw.h" | ||||
|   | ||||
| @@ -1,9 +1,8 @@ | ||||
| // ImGui GLFW binding with OpenGL3 + shaders | ||||
| // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | ||||
| // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) | ||||
| // ImGui Platform Binding for: GLFW | ||||
| // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..) | ||||
| // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
| //  [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'. | ||||
|  | ||||
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | ||||
|   | ||||
| @@ -1,4 +1,4 @@ | ||||
| // ImGui Marmalade binding with IwGx | ||||
| // ImGui Renderer + Platform Binding for: Marmalade + IwGx | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,4 +1,4 @@ | ||||
| // ImGui Marmalade binding with IwGx | ||||
| // ImGui Renderer + Platform Binding for: Marmalade + IwGx | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,5 +1,8 @@ | ||||
| // ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline) | ||||
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | ||||
|  | ||||
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** | ||||
| // **Prefer using the code in the opengl3_example/ folder** | ||||
| // **Prefer using the code in imgui_impl_opengl3.cpp** | ||||
| // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. | ||||
| // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more | ||||
| // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might | ||||
|   | ||||
| @@ -1,3 +1,13 @@ | ||||
| // ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline) | ||||
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | ||||
|  | ||||
| // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** | ||||
| // **Prefer using the code in imgui_impl_opengl3.cpp** | ||||
| // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. | ||||
| // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more | ||||
| // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might | ||||
| // confuse your GPU driver.  | ||||
| // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. | ||||
|  | ||||
| IMGUI_API bool  ImGui_ImplOpenGL2_Init(); | ||||
| IMGUI_API void  ImGui_ImplOpenGL2_Shutdown(); | ||||
|   | ||||
| @@ -1,3 +1,7 @@ | ||||
| // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline) | ||||
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | ||||
| // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) | ||||
|  | ||||
| // CHANGELOG  | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications). | ||||
|   | ||||
| @@ -1,3 +1,6 @@ | ||||
| // ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline) | ||||
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | ||||
| // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) | ||||
|  | ||||
| IMGUI_API bool  ImGui_ImplOpenGL3_Init(); | ||||
| IMGUI_API void  ImGui_ImplOpenGL3_Shutdown(); | ||||
|   | ||||
| @@ -1,6 +1,6 @@ | ||||
| // ImGui SDL2 binding with OpenGL3 | ||||
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | ||||
| // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) | ||||
| // ImGui Platform Binding for: SDL2 | ||||
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) | ||||
| // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
|   | ||||
| @@ -1,9 +1,6 @@ | ||||
| // ImGui SDL2 binding with OpenGL3 | ||||
| // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) | ||||
| // (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.) | ||||
|  | ||||
| // Implemented features: | ||||
| //  [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | ||||
| // ImGui Platform Binding for: SDL2 | ||||
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) | ||||
| // (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) | ||||
|  | ||||
| // 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(). | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui GLFW binding with Vulkan + shaders | ||||
| // ImGui Renderer for: Vulkan | ||||
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | ||||
|  | ||||
| // Missing features: | ||||
| //  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 | ||||
| @@ -10,17 +11,12 @@ | ||||
|  | ||||
| // CHANGELOG | ||||
| // (minor and older changes stripped away, please see git history for details) | ||||
| //  2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications). | ||||
| //  2018-XX-XX: Vulkan: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications). | ||||
| //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. | ||||
| //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. | ||||
| //  2018-02-06: Inputs: Added mapping for ImGuiKey_Space. | ||||
| //  2018-01-20: Inputs: Added Horizontal Mouse Wheel support. | ||||
| //  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. | ||||
| //  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). | ||||
| //  2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. | ||||
| //  2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. | ||||
| //  2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. | ||||
| //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. | ||||
| //  2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. | ||||
|  | ||||
| #include "imgui.h" | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| // ImGui GLFW binding with Vulkan + shaders | ||||
| // ImGui Renderer for: Vulkan | ||||
| // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) | ||||
|  | ||||
| // Missing features: | ||||
| //  [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914 | ||||
|   | ||||
| @@ -1,3 +1,6 @@ | ||||
| // ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications) | ||||
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) | ||||
|  | ||||
| #include "imgui.h" | ||||
| #include "imgui_impl_win32.h" | ||||
| #define WIN32_LEAN_AND_MEAN | ||||
|   | ||||
| @@ -1,3 +1,5 @@ | ||||
| // ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications) | ||||
| // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) | ||||
|  | ||||
| IMGUI_API bool        ImGui_ImplWin32_Init(void* hwnd); | ||||
| IMGUI_API void        ImGui_ImplWin32_Shutdown(); | ||||
|   | ||||
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