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Examples: Titles/comments in headers
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// ImGui Allegro 5 bindings
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// ImGui Renderer + Platform Binding for: Allegro 5
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Allegro 5 bindings
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// ImGui Renderer + Platform Binding for: Allegro 5
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// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
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// Implemented features:
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// [X] User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Win32 + DirectX10 binding
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// ImGui Renderer for: DirectX10
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Win32 + DirectX10 binding
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// ImGui Renderer for: DirectX10
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Win32 + DirectX11 binding
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// ImGui Renderer for: DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Win32 + DirectX11 binding
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// ImGui Renderer for: DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Win32 + DirectX9 binding
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// ImGui Renderer for: DirectX9
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Win32 + DirectX9 binding
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// ImGui Renderer for: DirectX9
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui GLFW binding with OpenGL3 + shaders
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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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// (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.)
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// ImGui Platform Binding for: GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
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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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// 2018-01-25: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 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)
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// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2017-05-01: OpenGL: Fixed save and restore of current blend function state.
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-04-30: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE.
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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// ImGui GLFW binding with OpenGL3 + shaders
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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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// (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.)
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// ImGui Platform Binding for: GLFW
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// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
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// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Gamepad navigation mapping. Enable with 'io.NavFlags |= ImGuiNavFlags_EnableGamepad'.
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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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// ImGui Marmalade binding with IwGx
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// ImGui Renderer + Platform Binding for: Marmalade + IwGx
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// Implemented features:
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// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Marmalade binding with IwGx
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// ImGui Renderer + Platform Binding for: Marmalade + IwGx
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// Implemented features:
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// [X] User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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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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// **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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// 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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// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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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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// 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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IMGUI_API bool ImGui_ImplOpenGL2_Init();
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IMGUI_API void ImGui_ImplOpenGL2_Shutdown();
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// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// (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..)
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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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// 2018-XX-XX: OpenGL: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
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// ImGui Renderer for: OpenGL3 (modern OpenGL with shaders / programmatic pipeline)
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// (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..)
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IMGUI_API bool ImGui_ImplOpenGL3_Init();
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IMGUI_API void ImGui_ImplOpenGL3_Shutdown();
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// ImGui SDL2 binding with OpenGL3
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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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// (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.)
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// ImGui Platform Binding for: SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui SDL2 binding with OpenGL3
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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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// (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.)
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// Implemented features:
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// [X] User texture binding. Cast 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// ImGui Platform Binding for: SDL2
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
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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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// ImGui GLFW binding with Vulkan + shaders
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// ImGui Renderer for: Vulkan
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Missing features:
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// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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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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// 2018-XX-XX: Draw: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
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// 2018-XX-XX: Vulkan: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
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// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
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// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
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// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy.
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// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex.
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// 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.
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// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
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// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active.
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#include "imgui.h"
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// ImGui GLFW binding with Vulkan + shaders
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// ImGui Renderer for: Vulkan
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// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
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// Missing features:
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// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
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// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#define WIN32_LEAN_AND_MEAN
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// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
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// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
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IMGUI_API bool ImGui_ImplWin32_Init(void* hwnd);
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IMGUI_API void ImGui_ImplWin32_Shutdown();
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