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826 Commits
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0b045d8de5 | |||
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93321d3280 | |||
7e59eb026b | |||
0c207b7bc9 | |||
d3be9185b3 | |||
73e13a0762 | |||
abe7b190dc | |||
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62b3d7c51e | |||
ecd9a223e3 | |||
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242d7e0b0b | |||
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fb0106fad2 | |||
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a402edb66c | |||
e54b61aa0f | |||
fac0c801da |
20
.editorconfig
Normal file
@ -0,0 +1,20 @@
|
||||
# editorconfig.org
|
||||
|
||||
# top-most EditorConfig file
|
||||
root = true
|
||||
|
||||
# Default settings:
|
||||
# Use 4 spaces as indentation
|
||||
[*]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
|
||||
[imstb_*]
|
||||
indent_size = 3
|
||||
trim_trailing_whitespace = false
|
||||
|
||||
[Makefile]
|
||||
indent_style = tab
|
||||
indent_size = 4
|
31
.github/CONTRIBUTING.md
vendored
@ -1,31 +0,0 @@
|
||||
## How to create an Issue
|
||||
|
||||
Hello!
|
||||
|
||||
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Please do your best to clarify your request. Thank you!
|
||||
|
||||
**Prerequisites for new users of dear imgui:**
|
||||
- Please read the FAQ in imgui.cpp.
|
||||
- Please read misc/fonts/README.txt if your question relates to fonts or text.
|
||||
- Please run ImGui::ShowDemoWindow() to explore the demo and its sources.
|
||||
- Please use the Search function of GitHub to look for similar issues. You may also browse issues by tags.
|
||||
- Please use the Search function of your IDE to search in the code for comments related to your situation.
|
||||
- If you get a assert, use a debugger to locate the line triggering it and read the comments around the assert.
|
||||
|
||||
**Guidelines to report an issue or ask a question:**
|
||||
- Please provide your imgui version number.
|
||||
- If you are discussing an assert or a crash, please provide a debugger callstack.
|
||||
- Please state if you have made substantial modifications to your copy of imgui.
|
||||
- When discussing issues related to rendering or inputs, please state the OS/back-end/renderer you are using. Please state if you are using a vanilla copy of one of the back-end (imgui_impl_xxx files), or a modified one, or if you built your own.
|
||||
- Please provide a Minimal, Complete and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste in one of the examples/ application (e.g. in main.cpp or imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it actually exhibit the problem. Often while creating the MCVE you will end up solving the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
|
||||
- Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
|
||||
- When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.).
|
||||
- Due to frequent abuse of this service from a certain category of users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and less patience for incomplete questions.
|
||||
|
||||
If you have been using dear imgui for a while and/or have been using C/C++ for several years and/or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users of dear imgui will know what information are useful in a given context.
|
||||
|
||||
## How to create an Pull Request
|
||||
|
||||
- If you are adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
|
||||
- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
|
||||
- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
|
29
.github/issue_template.md
vendored
@ -1,29 +0,0 @@
|
||||
You may use the Issue Tracker to ask for help and submit bug reports, feature requests or suggestions.
|
||||
|
||||
PLEASE CAREFULLY READ THIS DOCUMENT before doing so:
|
||||
[CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md).
|
||||
|
||||
SELECT "PREVIEW CHANGES" TO TURN THE URL ABOVE INTO A CLICKABLE LINK.
|
||||
|
||||
(Delete everything above this section before submitting your issue. Please read the CONTRIBUTING.md file!)
|
||||
|
||||
----
|
||||
|
||||
**Version/Branch of Dear ImGui:**
|
||||
|
||||
XXX
|
||||
|
||||
**Back-end file/Renderer/OS:** _(if the question is related to inputs/rendering/build, otherwise delete this section)_
|
||||
|
||||
XXX
|
||||
|
||||
**My Issue/Question:** _(please provide context)_
|
||||
|
||||
**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
|
||||
```
|
||||
ImGui::Begin("Example Bug");
|
||||
MoreCodeToExplainMyIssue();
|
||||
ImGui::End();
|
||||
```
|
||||
|
||||
**Screenshots/Video** _(you can drag files here)_
|
6
.github/pull_request_template.md
vendored
@ -1,6 +0,0 @@
|
||||
- If you are adding a feature, please explain the context of the change: what do you need the feature for?
|
||||
- Try to attach screenshots to clarify the context and demonstrate the feature at a glance.
|
||||
- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR.
|
||||
- You can read [CONTRIBUTING.md](https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md) for more details.
|
||||
|
||||
(Clear this form before submitting your PR)
|
21
.travis.yml
@ -12,20 +12,23 @@ compiler:
|
||||
|
||||
before_install:
|
||||
- if [ $TRAVIS_OS_NAME == linux ]; then
|
||||
sudo apt-get update -qq;
|
||||
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
|
||||
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
|
||||
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
|
||||
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
|
||||
sudo make -j $CPU_NUM install && cd ..;
|
||||
sudo apt-get update -qq;
|
||||
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
|
||||
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
|
||||
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
|
||||
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
|
||||
sudo make -j $CPU_NUM install && cd ..;
|
||||
fi
|
||||
- if [ $TRAVIS_OS_NAME == osx ]; then
|
||||
brew update;
|
||||
brew install glfw3;
|
||||
brew install sdl2;
|
||||
brew update;
|
||||
brew install glfw3;
|
||||
brew install sdl2;
|
||||
fi
|
||||
|
||||
script:
|
||||
- make -C examples/example_glfw_opengl2
|
||||
- make -C examples/example_glfw_opengl3
|
||||
- make -C examples/example_sdl_opengl3
|
||||
- if [ $TRAVIS_OS_NAME == osx ]; then
|
||||
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos;
|
||||
fi
|
||||
|
872
CHANGELOG.txt
@ -1,872 +0,0 @@
|
||||
dear imgui
|
||||
CHANGELOG
|
||||
|
||||
This document holds the user-facing changelog that we also use in release notes.
|
||||
We generally fold multiple commits pertaining to the same topic as a single entry.
|
||||
Changes to the examples/bindings are included within the individual .cpp files in the examples/ folder.
|
||||
|
||||
RELEASE NOTES: https://github.com/ocornut/imgui/releases
|
||||
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
|
||||
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
|
||||
|
||||
WHEN TO UPDATE?
|
||||
|
||||
- Keeping your copy of dear imgui updated once in a while is recommended.
|
||||
- It is generally safe to sync to the latest commit in master.
|
||||
The library is fairly stable and regressions tends to be fixed fast when reported.
|
||||
|
||||
HOW TO UPDATE?
|
||||
|
||||
- Overwrite every file except imconfig.h (if you have modified it).
|
||||
- You may also locally branch to modify imconfig.h and merge latest into your branch.
|
||||
- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog).
|
||||
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
|
||||
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
|
||||
- You may diff your previous Changelog with the one you just copied and read that diff.
|
||||
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
|
||||
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
|
||||
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.62 (Released 2018-06-22)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader().
|
||||
The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen.
|
||||
In this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
|
||||
This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly.
|
||||
- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Examples back-ends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
|
||||
The "Platform" bindings are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc.
|
||||
The "Renderer" bindings are in charge of: creating the main font texture, rendering imgui draw data.
|
||||
before: imgui_impl_dx11.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
before: imgui_impl_dx12.cpp --> after: imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||
before: imgui_impl_glfw_gl3.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
||||
before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
|
||||
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
|
||||
- The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable.
|
||||
Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code,
|
||||
so you may study or grab one half of the code and not the other.
|
||||
- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer
|
||||
back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an
|
||||
easy update path to support multi-viewports later (for future ImGui 1.7x).
|
||||
- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
|
||||
expect to have to reshuffle a few things.
|
||||
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
|
||||
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
|
||||
- Read examples/README.txt for details.
|
||||
- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
|
||||
- Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value.
|
||||
Note that you may still get false positive (e.g. drag value and while holding return on the same value). (#820, #956, #1875)
|
||||
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
|
||||
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
|
||||
- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
|
||||
- BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739)
|
||||
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
|
||||
- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
|
||||
- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
|
||||
- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
|
||||
- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
|
||||
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
|
||||
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
|
||||
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
|
||||
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
|
||||
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
|
||||
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
|
||||
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
|
||||
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+).
|
||||
- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
|
||||
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code.
|
||||
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
|
||||
- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888)
|
||||
- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
|
||||
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
|
||||
- Internals: PushItemFlag() flags are inherited by BeginChild().
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.61 (Released 2018-05-14)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
|
||||
If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
|
||||
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
|
||||
If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to you find them.
|
||||
- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
|
||||
consistent with other functions. Kept redirection functions (will obsolete).
|
||||
- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard expectation and allows passing r-values.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
|
||||
- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
|
||||
- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
|
||||
- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.).
|
||||
- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760)
|
||||
- Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767)
|
||||
- Window: Fixed the default proportional item width lagging by one frame on resize.
|
||||
- Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760)
|
||||
- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
|
||||
- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() to manually load/save .ini settings. (#923, #993)
|
||||
- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() should be called. (#923, #993)
|
||||
- Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height has been growing would have the scroll clamped using the previous height. (#1804)
|
||||
- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks]
|
||||
- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu]
|
||||
- InputText: On Mac OS X, support CMD+SHIFT+Z for Redo. CMD+Y is also supported as major apps seems to default to support both. (#1765) [@lfnoise]
|
||||
- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value.
|
||||
- InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision".
|
||||
This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648)
|
||||
- DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this).
|
||||
- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320)
|
||||
- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
|
||||
- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642)
|
||||
- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. Added an assert than power-curve requires a min/max range. (~#642)
|
||||
- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup.
|
||||
- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced the range of valid integers).
|
||||
- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions().
|
||||
- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787)
|
||||
- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
|
||||
- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render a dummy/default glyph. Saves space and allow merging fonts with
|
||||
overlapping font ranges such as FontAwesome5 which split out the Brands separately from the Solid fonts. (#1703, #1671)
|
||||
- Misc: Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769)
|
||||
- Misc: Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it easier to redefine wrappers for std/crt math functions.
|
||||
- Misc: Fix to allow compiling in unity builds where stb_rectpack/stb_truetype may be already included in the same compilation unit.
|
||||
- Demo: Simple Overlay: Added a context menu item to enable freely moving the window.
|
||||
- Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643)
|
||||
- Examples: Calling IMGUI_CHECKVERSION() in the main.cpp of every example application.
|
||||
- Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unnecessary conversion (Allegro 5 doesn't support 16-bit indices).
|
||||
- Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
|
||||
- Examples: DirectX 9: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. (#1790, #1687) [@sr-tream]
|
||||
- Examples: SDL: Fixed clipboard paste memory leak in the SDL binding code. (#1803) [@eliasdaler]
|
||||
- Various minor fixes, tweaks, refactoring, comments.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.60 (Released 2018-04-07)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.60
|
||||
|
||||
The gamepad/keyboard navigation branch (which has been in the work since July 2016) has been merged.
|
||||
Gamepad/keyboard navigation is still marked as Beta and has to be enabled explicitly.
|
||||
Various internal refactoring have also been done, as part of the navigation work and as part of the upcoming viewport/docking work.
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render().
|
||||
e.g. with example backends, call ImDrawData* draw_data = ImGui::GetDrawData(); ImGui_ImplXXXX_RenderDrawData(draw_data).
|
||||
- Reorganized context handling to be more explicit: (#1599)
|
||||
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
|
||||
- removed Shutdown() function, as DestroyContext() serve this purpose. If you are using an old backend from the examples/ folder, remove the line that calls Shutdown().
|
||||
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
|
||||
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
|
||||
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
|
||||
- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
|
||||
- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
|
||||
- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
|
||||
If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
|
||||
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
|
||||
- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
|
||||
- Obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
|
||||
- Renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, not used by core, and honored by some binding ahead of merging the Nav branch).
|
||||
- Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered style colors as the closing cross uses regular button colors now.
|
||||
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
|
||||
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53).
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Doc: Added a Changelog file in the repository to ease comparing versions (it goes back to dear imgui 1.48), until now it was only on GitHub.
|
||||
- Navigation: merged in the gamepad/keyboard navigation (about a million changes!). (#787, #323)
|
||||
The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
|
||||
- To use Gamepad Navigation:
|
||||
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
|
||||
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). Read imgui.cpp for more details.
|
||||
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
|
||||
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
|
||||
- To use Keyboard Navigation:
|
||||
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
|
||||
- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
|
||||
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
|
||||
For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
|
||||
- Navigation: SetItemDefaultFocus() sets the navigation position in addition to scrolling. (#787)
|
||||
- Navigation: Added IsItemFocused(), added IsAnyItemFocused(). (#787)
|
||||
- Navigation: Added window flags: ImGuiWindowFlags_NoNav (== ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus).
|
||||
- Navigation: Style: Added ImGuiCol_NavHighlight, ImGuiCol_NavWindowingHighlight colors. (#787)
|
||||
- Navigation: TreeNode: Added ImGuiTreeNodeFlags_NavLeftJumpsBackHere flag to allow Nav Left direction to jump back to parent tree node from any of its child. (#1079)
|
||||
- Navigation: IO: Added io.ConfigFlags (input), io.NavActive (output), io.NavVisible (output). (#787)
|
||||
- Context: Removed the default global context and font atlas instances, which caused various problems to users of multiple contexts and DLL users. (#1565, #1599)
|
||||
YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. Existing apps will assert/crash without it.
|
||||
- Context: Added SetAllocatorFunctions() to rewire memory allocators (as a replacement to previous parameters to CreateContext()). Allocators are shared by all contexts and imgui helpers. (#1565, #586, #992, #1007, #1558)
|
||||
- Context: You may pass a ImFontAtlas to CreateContext() to specify a font atlas to share. Shared font atlas are not owned by the context and not destroyed along with it. (#1599)
|
||||
- Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558)
|
||||
- IO: Added io.ConfigFlags for user application to store settings for imgui and for the backend:
|
||||
- ImGuiConfigFlags_NavEnableKeyboard: Enable keyboard navigation.
|
||||
- ImGuiConfigFlags_NavEnableGamepad: Enable gamepad navigation (provided ImGuiBackendFlags_HasGamepad is also set by backend).
|
||||
- ImGuiConfigFlags_NavEnableSetMousePos: Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward.
|
||||
- ImGuiConfigFlags_NoMouseCursorChange: Instruct backend to not alter mouse cursor shape and visibility (by default the example backend use mouse cursor API of the platform when available)
|
||||
- ImGuiConfigFlags_NoMouse: Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information passed by the backend.
|
||||
- ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen: Flags for general application use.
|
||||
- IO: Added io.BackendFlags for backend to store its capabilities (currently: _HasGamepad, _HasMouseCursors, _HasSetMousePos). This will be used more in the next version.
|
||||
- IO: Added ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example bindings. (#1541)
|
||||
- IO: Added Horizontal Mouse Wheel support for horizontal scrolling. (#1463) [@tseeker]
|
||||
- IO: Added IsAnyMouseDown() helper which is helpful for bindings to handle mouse capturing.
|
||||
- Window: Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else when dragging afterwards. (#1381, #1337)
|
||||
- Window: IsWindowHovered(): Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow flags (See Breaking Changes). Added to demo. (#1382)
|
||||
- Window: Added SetNextWindowBgAlpha() helper. Particularly helpful since the legacy 5-parameters version of Begin() has been marked as obsolete in 1.53. (#1567)
|
||||
- Window: Fixed SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Got broken on Dec 10 (1.53). (#1363)
|
||||
- ArrowButton: Added ArrowButton() given a cardinal direction (e.g. ImGuiDir_Left).
|
||||
- InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), CTRL+Insert (copy), Shift+Insert (paste). (#1541)
|
||||
- InputText: Fixed losing Cursor X position when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554)
|
||||
- InputText: Added ImGuiInputTextFlags_CharsScientific flag to also allow 'e'/'E' for input of values using scientific notation. Automatically used by InputFloat.
|
||||
- Style: Default style is now StyleColorsDark(), instead of the old StyleColorsClassic(). (#707)
|
||||
- Style: Enable window border by default. (#707)
|
||||
- Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181)
|
||||
- Style: Added style.MouseCursorScale help when using the software mouse cursor facility. (#939).
|
||||
- Style: Close button nows display a cross before hovering. Fixed cross positioning being a little off. Uses button colors for highlight when hovering. (#707)
|
||||
- Popup: OpenPopup() Always reopen existing pop-ups. (Removed imgui_internal.h's OpenPopupEx() which was used for this.) (#1497, #1533).
|
||||
- Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse press. (~#439)
|
||||
- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
|
||||
- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533)
|
||||
- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time.
|
||||
- Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag.
|
||||
- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574)
|
||||
- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!).
|
||||
- Columns: Clear offsets data when columns count changed. (#1525)
|
||||
- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted]
|
||||
- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53).
|
||||
- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents.
|
||||
- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable).
|
||||
- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581)
|
||||
- Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143)
|
||||
- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
|
||||
- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
|
||||
- InputFloat: Allow inputing value using scientific notation e.g. "1e+10".
|
||||
- InputDouble: Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011)
|
||||
- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
|
||||
- Combo: BeginCombo(): Added ImGuiComboFlags_NoArrowButton to disable the arrow button and only display the wide value preview box.
|
||||
- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button.
|
||||
- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
|
||||
- PlotLines: plot a flat line if scale_min==scale_max. (#1621)
|
||||
- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer.
|
||||
If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
|
||||
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
|
||||
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
|
||||
- Fonts: Moved extra_fonts/ to misc/fonts/.
|
||||
- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote).
|
||||
- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
|
||||
- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
|
||||
- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
|
||||
- ImFontAtlas: Added ImFontAtlasFlags_NoMouseCursors flag to disable baking software mouse cursors, mostly to save texture memory on very low end hardware. (#1613)
|
||||
- ImDrawList: Fixed AddRect() with anti-aliasing disabled (lower-right corner pixel was often missing, rounding looks a little better.) (#1646)
|
||||
- ImDrawList: Added CloneOutput() helper to facilitate the cloning of ImDrawData or ImDrawList for multi-threaded rendering.
|
||||
- Misc: Functions passed to libc qsort are explicitly marked cdecl to support compiling with vectorcall as the default calling convention. (#1230, #1611) [@RandyGaul]
|
||||
- Misc: ImVec2: added [] operator. This is becoming desirable for some code working of either axes independently. Better adding it sooner than later.
|
||||
- Misc: NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555)
|
||||
- Misc: Added IM_OFFSETOF() helper in imgui.h (previously was in imgui_internal.h)
|
||||
- Misc: Added IM_NEW(), IM_DELETE() helpers in imgui.h (previously were in imgui_internal.h)
|
||||
- Misc: Added obsolete redirection function GetItemsLineHeightWithSpacing() (which redirects to GetFrameHeightWithSpacing()), as intended and stated in docs of 1.53.
|
||||
- Misc: Added misc/natvis/imgui.natvis for visual studio debugger users to easily visualize imgui internal types. Added to examples projects.
|
||||
- Misc: Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41)
|
||||
- Misc: Added IMGUI_STB_TRUETYPE_FILENAME and IMGUI_STB_RECT_PACK_FILENAME compile time directives to use another version of the stb_ files.
|
||||
- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
|
||||
(Those flags are not used by ImGui itself, they only exists to make it easy for the engine/backend to pass information to the application in a standard manner.)
|
||||
- Metrics: Added display of Columns state.
|
||||
- Demo: Improved Selectable() examples. (#1528)
|
||||
- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
|
||||
- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
|
||||
- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
|
||||
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed.
|
||||
- Examples: Using Dark theme by default. (#707). Tweaked demo code.
|
||||
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
|
||||
- Examples: All examples now setup the io.BackendFlags to signify they can honor mouse cursors, gamepad, etc.
|
||||
- Examples: DirectX10: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other backends. (#1733)
|
||||
- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3]
|
||||
- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504)
|
||||
- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504).
|
||||
- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
|
||||
- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
|
||||
- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.
|
||||
- Examples: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict bindings. (#1628) [@ilia-glushchenko]
|
||||
- Examples: Win32 (DirectX9,10,11,12): Added support for mouse cursor shapes. (#1495)
|
||||
- Examples: Win32 (DirectX9,10,11,12: Support for windows using the CS_DBLCLKS class flag by handling the double-click messages (WM_LBUTTONDBLCLK etc.). (#1538, #754) [@ndandoulakis]
|
||||
- Examples: Win32 (DirectX9,10,11,12): Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565)
|
||||
- Examples: GLFW: Added support for mouse cursor shapes (the diagonal resize cursors are unfortunately not supported by GLFW at the moment. (#1495)
|
||||
- Examples: GLFW: Don't attempt to change the mouse cursor input mode if it is set to GLFW_CURSOR_DISABLED by the application. (#1202) [@PhilCK]
|
||||
- Examples: SDL: Added support for mouse cursor shapes. (#1626) [@olls]
|
||||
- Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging (SDL 2.0.4+ only, otherwise using SDL_WINDOW_INPUT_FOCUS instead of previously SDL_WINDOW_MOUSE_FOCUS). (#1559)
|
||||
- Examples: SDL: Enabled vsync by default so people don't come at us when the examples are running at 2000 FPS and burning a CPU core.
|
||||
- Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle frame-rate over 1000 FPS properly. (#996)
|
||||
- Examples: SDL: Using scan-code exclusively instead of a confusing mixture of scan-codes and key-codes.
|
||||
- Examples: SDL: Visual Studio: Added .vcxproj file. Using %SDL2_DIR% in the default .vcxproj and build files instead of %SDL_DIR%, the earlier being more standard.
|
||||
- Examples: Vulkan: Visual Studio: Added .vcxproj file.
|
||||
- Examples: Apple: Fixed filenames in OSX xcode project. Various other Mac friendly fixes. [@gerryhernandez etc.]
|
||||
- Examples: Visual Studio: Disabled extraneous function-level check in Release build.
|
||||
- Various fixes, tweaks, internal refactoring, optimizations, comments.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.53 (Released 2017-12-25)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.53
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Renamed the emblematic `ShowTestWindow()` function to `ShowDemoWindow()`. Kept redirection function (will obsolete).
|
||||
- Renamed `GetItemsLineHeightWithSpacing()` to `GetFrameHeightWithSpacing()` for consistency. Kept redirection function (will obsolete).
|
||||
- Renamed `ImGuiTreeNodeFlags_AllowOverlapMode` flag to `ImGuiTreeNodeFlags_AllowItemOverlap`. Kept redirection enum (will obsolete).
|
||||
- Obsoleted `IsRootWindowFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootWindow)`. Kept redirection function (will obsolete). (#1382)
|
||||
- Obsoleted `IsRootWindowOrAnyChildFocused()` in favor of using `IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
|
||||
- Obsoleted `IsRootWindowOrAnyChildHovered()` in favor of using `IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)`. Kept redirection function (will obsolete). (#1382)
|
||||
- Obsoleted `SetNextWindowContentWidth() in favor of using `SetNextWindowContentSize()`. Kept redirection function (will obsolete).
|
||||
- Renamed `ImGuiTextBuffer::append()` helper to `appendf()`, and `appendv()` to `appendfv()` for consistency. If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
|
||||
- ImDrawList: Removed 'bool anti_aliased = true' final parameter of `ImDrawList::AddPolyline()` and `ImDrawList::AddConvexPolyFilled()`. Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
|
||||
- Style, ImDrawList: Renamed `style.AntiAliasedShapes` to `style.AntiAliasedFill` for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags.
|
||||
- Style, Begin: Removed `ImGuiWindowFlags_ShowBorders` window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. `style.FrameBorderSize`, `style.WindowBorderSize`, `style.PopupBorderSize`).
|
||||
Use `ImGui::ShowStyleEditor()` to look them up.
|
||||
Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time.
|
||||
It is recommended that you use the `StyleColorsClassic()`, `StyleColorsDark()`, `StyleColorsLight()` functions. Also see `ShowStyleSelector()`.
|
||||
- Style: Removed `ImGuiCol_ComboBg` in favor of combo boxes using `ImGuiCol_PopupBg` for consistency. Combo are normal pop-ups.
|
||||
- Style: Renamed `ImGuiCol_ChildWindowBg` to `ImGuiCol_ChildBg`.
|
||||
- Style: Renamed `style.ChildWindowRounding` to `style.ChildRounding`, `ImGuiStyleVar_ChildWindowRounding` to `ImGuiStyleVar_ChildRounding`.
|
||||
- Removed obsolete redirection functions: SetScrollPosHere() - marked obsolete in v1.42, July 2015.
|
||||
- Removed obsolete redirection functions: GetWindowFont(), GetWindowFontSize() - marked obsolete in v1.48, March 2016.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added `io.OptCursorBlink` option to allow disabling cursor blinking. (#1427)
|
||||
- Added `GetOverlayDrawList()` helper to quickly get access to a ImDrawList that will be rendered in front of every windows.
|
||||
- Added `GetFrameHeight()` helper which returns `(FontSize + style.FramePadding.y * 2)`.
|
||||
- Drag and Drop: Added Beta API to easily use drag and drop patterns between imgui widgets.
|
||||
- Setup a source on a widget with `BeginDragDropSource()`, `SetDragDropPayload()`, `EndDragDropSource()` functions.
|
||||
- Receive data with `BeginDragDropTarget()`, `AcceptDragDropPayload()`, `EndDragDropTarget()`.
|
||||
- See ImGuiDragDropFlags for various options.
|
||||
- The ColorEdit4() and ColorButton() widgets now support Drag and Drop.
|
||||
- The API is tagged as Beta as it still may be subject to small changes.
|
||||
- Drag and Drop: When drag and drop is active, tree nodes and collapsing header can be opened by hovering on them for 0.7 seconds.
|
||||
- Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should not affect users as the compile-time default is usually enough. (#473, #650)
|
||||
- Style: Added StyleColorsDark() style. (#707) [@dougbinks]
|
||||
- Style: Added StyleColorsLight() style. Best used with frame borders + thicker font than the default font. (#707)
|
||||
- Style: Added style.PopupRounding setting. (#1112)
|
||||
- Style: Added style.FrameBorderSize, style.WindowBorderSize, style.PopupBorderSize. Removed ImGuiWindowFlags_ShowBorders window flag!
|
||||
Borders are now fully set up in the ImGuiStyle structure. Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031)
|
||||
- Style: Various small changes to the classic style (most noticeably, buttons are now using blue shades). (#707)
|
||||
- Style: Renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
|
||||
- Style: Renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
|
||||
- Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707)
|
||||
- Style: Made the ScaleAllSizes() helper rounds down every values so they are aligned on integers.
|
||||
- Focus: Added SetItemDefaultFocus(), which in the current (master) branch behave the same as doing `if (IsWindowAppearing()) SetScrollHere()`.
|
||||
In the navigation branch this will also set the default focus. Prefer using this when creating combo boxes with `BeginCombo()` so your code will be forward-compatible with gamepad/keyboard navigation features. (#787)
|
||||
- Combo: Pop-up grows horizontally to accommodate for contents that is larger then the parent combo button.
|
||||
- Combo: Added BeginCombo()/EndCombo() API which allows use to submit content of any form and manage your selection state without relying on indices.
|
||||
- Combo: Added ImGuiComboFlags_PopupAlignLeft flag to BeginCombo() to prioritize keeping the pop-up on the left side (for small-button-looking combos).
|
||||
- Combo: Added ImGuiComboFlags_HeightSmall, ImGuiComboFlags_HeightLarge, ImGuiComboFlags_HeightLargest to easily provide desired pop-up height.
|
||||
- Combo: You can use SetNextWindowSizeConstraints() before BeginCombo() to specify specific pop-up width/height constraints.
|
||||
- Combo: Offset popup position by border size so that a double border isn't so visible. (#707)
|
||||
- Combo: Recycling windows by using a stack number instead of a unique id, wasting less memory (like menus do).
|
||||
- InputText: Added ImGuiInputTextFlags_NoUndoRedo flag. (#1506, #1508) [@ibachar]
|
||||
- Window: Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d3). (#1417)
|
||||
- Window: Child windows with MenuBar use regular WindowPadding.y so layout look consistent as child or as a regular window.
|
||||
- Window: Begin(): Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test.
|
||||
- Window: Calling IsItemActive(), IsItemHovered() etc. after a call to Begin() provides item data for the title bar, so you can easily test if the title bar is being hovered, etc. (#823)
|
||||
- Window: Made it possible to use SetNextWindowPos() on a child window.
|
||||
- Window: Fixed a one frame glitch. When an appearing window claimed the focus themselves, the title bar wouldn't use the focused color for one frame.
|
||||
- Window: Added ImGuiWindowFlags_ResizeFromAnySide flag to resize from any borders or from the lower-left corner of a window. This requires your backend to honor GetMouseCursor() requests for full usability. (#822)
|
||||
- Window: Sizing fixes when using SetNextWindowSize() on individual axises.
|
||||
- Window: Hide new window for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694)
|
||||
- Window: Made mouse wheel scrolling accommodate better to windows that are smaller than the scroll step.
|
||||
- Window: SetNextWindowContentSize() adjust for the size of decorations (title bar/menu bar), but _not_ for borders are we consistently make borders not affect layout.
|
||||
If you need a non-child window of an exact size with border enabled but zero window padding, you'll need to accommodate for the border size yourself.
|
||||
- Window: Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502)
|
||||
- Window: Active Modal window always set the WantCaptureKeyboard flag. (#744)
|
||||
- Window: Moving window doesn't use accumulating MouseDelta so straying out of imgui boundaries keeps moved imgui window at the same cursor-relative position.
|
||||
- Window: BeginChild() which an explicit name doesn't include the hash within the internal window name. (#1698)
|
||||
- IsWindowFocused(): Added ImGuiFocusedFlags_ChildWindows flag to include child windows in the focused test. (#1382).
|
||||
- IsWindowFocused(): Added ImGuiFocusedFlags_RootWindow flag to start focused test from the root (top-most) window. Obsolete IsRootWindowFocused(). (#1382)
|
||||
- IsWindowHovered(): Added ImGuiHoveredFlags_ChildWindows flag to include child windows in the hovered test. (#1382).
|
||||
- IsWindowHovered(): Added ImGuiHoveredFlags_RootWindow flag to start hovered test from the root (top-most) window. The combination of both flags obsoletes IsRootWindowOrAnyChildHovered(). (#1382)
|
||||
- IsWindowHovered(): Fixed return value when an item is active to use the same logic as IsItemHovered(). (#1382, #1404)
|
||||
- IsWindowHovered(): Always return true when current window is being moved. (#1382)
|
||||
- Scrollbar: Fixed issues with vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild).
|
||||
- Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab.
|
||||
- Scrolling: Fixed padding and scrolling asymmetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches.
|
||||
- Tree: TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*). [@JasonWilkins]
|
||||
- Tree: Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330)
|
||||
- MenuBar: Fixed minor rendering issues on the right size when resizing a window very small and using rounded window corners.
|
||||
- MenuBar: better software clipping to handle small windows, in particular child window don't have minimum constraints so we need to render clipped menus better.
|
||||
- BeginMenu(): Tweaked the Arrow/Triangle displayed on child menu items.
|
||||
- Columns: Clipping columns borders on Y axis on CPU because some Linux GPU drivers appears to be unhappy with triangle spanning large regions. (#125)
|
||||
- Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior (may be obsolete). (#1444, #125)
|
||||
- Columns: Columns width is no longer lost when dragging a column to the right side of the window, until releasing the mouse button you have a chance to save them. (#1499, #125). [@ggtucker]
|
||||
- Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125)
|
||||
- Indent(), Unindent(): Allow passing negative values.
|
||||
- ColorEdit4(): Made IsItemActive() return true when picker pop-up is active. (#1489)
|
||||
- ColorEdit4(): Tweaked tooltip so that the color button aligns more correctly with text.
|
||||
- ColorEdit4(): Support drag and drop. Color buttons can be used as drag sources, and ColorEdit widgets as drag targets. (#143)
|
||||
- ColorPicker4(): Fixed continuously returning true when holding mouse button on the sat/value/alpha locations. We only return true on value change. (#1489)
|
||||
- NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expressions to increase the odd of programmers seeing them (especially those who don't use a debugger).
|
||||
- NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423)
|
||||
- ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from scratch.
|
||||
- ImFont: Added GetDebugName() helper.
|
||||
- ImFontAtlas: Added missing Thai punctuation in the GetGlyphRangesThai() ranges. (#1396) [@nProtect]
|
||||
- ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags.
|
||||
- ImDrawList: Added ImDrawList::AddImageRounded() helper. (#845) [@thedmd]
|
||||
- ImDrawList: Refactored to make ImDrawList independent of ImGui. Removed static variable in PathArcToFast() which caused linking issues to some.
|
||||
- ImDrawList: Exposed ImDrawCornerFlags, replaced occurrences of ~0 with an explicit ImDrawCornerFlags_All. NB: Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3).
|
||||
- ImVector: Added ImVector::push_front() helper.
|
||||
- ImVector: Added ImVector::contains() helper.
|
||||
- ImVector: insert() uses grow_capacity() instead of using grow policy inconsistent with push_back().
|
||||
- Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW to use the IM_PLACEMENT_NEW macro. (#1103)
|
||||
- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID flag from incorrectly setting the ActiveIdClickOffset field.
|
||||
This had no known effect within imgui code but could have affected custom drag and drop patterns. And it is more correct this way! (#1418)
|
||||
- Internals: ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600)
|
||||
- Internals: Added SplitterBehavior() helper. (#319)
|
||||
- Internals: Added IM_NEW(), IM_DELETE() helpers. (#484, #504, #1517)
|
||||
- Internals: Basic refactor of the settings API which now allows external elements to be loaded/saved.
|
||||
- Demo: Added ShowFontSelector() showing loaded fonts.
|
||||
- Demo: Added ShowStyleSelector() to select among default styles. (#707)
|
||||
- Demo: Renamed the emblematic ShowTestWindow() function to ShowDemoWindow().
|
||||
- Demo: Style Editor: Added a "Simplified settings" sections with check-boxes for border size and frame rounding. (#707, #1019)
|
||||
- Demo: Style Editor: Added combo box to select stock styles and select current font when multiple are loaded. (#707)
|
||||
- Demo: Style Editor: Using local storage so Save/Revert button makes more sense without code passing its storage. Added horizontal scroll bar. Fixed Save/Revert button to be always accessible. (#1211)
|
||||
- Demo: Console: Fixed context menu issue. (#1404)
|
||||
- Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the Console code as is).
|
||||
- Demo: Constrained Resize: Added more test cases. (#1417)
|
||||
- Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window.
|
||||
- Demo: Layout: Removed unnecessary and misleading BeginChild/EndChild calls.
|
||||
- Demo: The "Color Picker with Palette" demo supports drag and drop. (#143)
|
||||
- Demo: Display better mouse cursor info for debugging backends.
|
||||
- Demo: Stopped using rand() function in demo code.
|
||||
- Examples: Added a handful of extra comments (about fonts, third-party libraries used in the examples, etc.).
|
||||
- Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464)
|
||||
- Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relying on graphics library.
|
||||
- Fix for using alloca() in "Clang with Microsoft Codechain" mode.
|
||||
- Various fixes, optimizations, comments.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.52 (2017-10-27)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.52
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- IO: `io.MousePos` needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing, instead of ImVec2(-1,-1) as previously) This is needed so we can clear `io.MouseDelta` field when the mouse is made available again.
|
||||
- Renamed `AlignFirstTextHeightToWidgets()` to `AlignTextToFramePadding()`. Kept inline redirection function (will obsolete).
|
||||
- Obsoleted the legacy 5 parameters version of Begin(). Please avoid using it. If you need a transparent window background, uses `PushStyleColor()`. The old size parameter there was also misleading and equivalent to calling `SetNextWindowSize(size, ImGuiCond_FirstTimeEver)`. Kept inline redirection function (will obsolete).
|
||||
- Obsoleted `IsItemHoveredRect()`, `IsMouseHoveringWindow()` in favor of using the newly introduced flags of `IsItemHovered()` and `IsWindowHovered()`. Kept inline redirection function (will obsolete). (#1382)
|
||||
- Obsoleted 'SetNextWindowPosCenter()' in favor of using 1SetNextWindowPos()` with a pivot value which allows to do the same and more. Keep inline redirection function.
|
||||
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
|
||||
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
|
||||
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- ProgressBar: fixed rendering when straddling rounded area. (#1296)
|
||||
- SliderFloat, DragFloat: Using scientific notation e.g. "%.1e" in the displayed format string doesn't mistakenly trigger rounding of the value. [@MomentsInGraphics]
|
||||
- Combo, InputFloat, InputInt: Made the small button on the right side align properly with the equivalent colored button of ColorEdit4().
|
||||
- IO: Tweaked logic for `io.WantCaptureMouse` so it now outputs false when e.g. hovering over void while an InputText() is active. (#621) [@pdoane]
|
||||
- IO: Fixed `io.WantTextInput` from mistakenly outputting true when an activated Drag or Slider was previously turned into an InputText(). (#1317)
|
||||
- Misc: Added flags to `IsItemHovered()`, `IsWindowHovered()` to access advanced hovering-test behavior. Generally useful for pop-ups and drag and drop behaviors: (relates to ~#439, #1013, #143, #925)
|
||||
- `ImGuiHoveredFlags_AllowWhenBlockedByPopup`
|
||||
- `ImGuiHoveredFlags_AllowWhenBlockedByActiveItem`
|
||||
- `ImGuiHoveredFlags_AllowWhenOverlapped`
|
||||
- `ImGuiHoveredFlags_RectOnly`
|
||||
- Input: Added `IsMousePosValid()` helper.
|
||||
- Input: Added `GetKeyPressedAmount()` to easily measure press count when the repeat rate is faster than the frame rate.
|
||||
- Input/Focus: Disabled TAB and Shift+TAB when CTRL key is held.
|
||||
- CheckBox: Now rendering a tick mark instead of a full square.
|
||||
- ColorEdit4: Added "Copy as..." option in context menu. (#346)
|
||||
- ColorPicker: Improved ColorPicker hue wheel color interpolation. (#1313) [@thevaber]
|
||||
- ColorButton: Reduced bordering artifact that would be particularly visible with an opaque Col_FrameBg and FrameRounding enabled.
|
||||
- ColorButton: Fixed rendering color button with a checkerboard if the transparency comes from the global style.Alpha and not from the actual source color.
|
||||
- TreeNode: Added `ImGuiTreeNodeFlags_FramePadding` flag to conveniently create a tree node with full padding at the beginning of a line, without having to call `AlignTextToFramePadding()`.
|
||||
- Trees: Fixed calling `SetNextTreeNodeOpen()` on a collapsed window leaking to the first tree node item of the next frame.
|
||||
- Layout: Horizontal layout is automatically enforced in a menu bar, so you can use non-MenuItem elements without calling SameLine().
|
||||
- Separator: Output a vertical separator when used inside a menu bar (or in general when horizontal layout is active, but that isn't exposed yet!).
|
||||
- Window: Added `IsWindowAppearing()` helper (helpful e.g. as a condition before initializing some of your own things.).
|
||||
- Window: Added pivot parameter to `SetNextWindowPos()`, making it possible to center or right align a window. Obsoleted `SetNextWindowPosCenter()`.
|
||||
- Window: Fixed title bar color of top-most window under a modal window.
|
||||
- Window: Fixed not being able to move a window by clicking on one of its child window. (#1337, #635)
|
||||
- Window: Fixed `Begin()` auto-fit calculation code that predict the presence of a scrollbar so it works better when window size constraints are used.
|
||||
- Window: Fixed calling `Begin()` more than once per frame setting `window_just_activated_by_user` which in turn would set enable the Appearing condition for that frame.
|
||||
- Window: The implicit "Debug" window now uses a "Debug##Default" identifier instead of "Debug" to allow user creating a window called "Debug" without losing their custom flags.
|
||||
- Window: Made the `ImGuiWindowFlags_NoMove` flag properly inherited from parent to child. In a setup with ParentWindow (no flag) -> Child (NoMove) -> SubChild (no flag), the user won't be able to move the parent window by clicking on SubChild. (#1381)
|
||||
- Popups: Pop-ups can be closed with a right-click anywhere, without altering focus under the pop-up. (~#439)
|
||||
- Popups: `BeginPopupContextItem()`, `BeginPopupContextWindow()` are now setup to allow reopening a context menu by right-clicking again. (~#439)
|
||||
- Popups: `BeginPopupContextItem()` now supports a NULL string identifier and uses the last item ID if available.
|
||||
- Popups: Added `OpenPopupOnItemClick()` helper which mimic `BeginPopupContextItem()` but doesn't do the BeginPopup().
|
||||
- MenuItem: Only activating on mouse release. [@Urmeli0815] (was already fixed in nav branch).
|
||||
- MenuItem: Made tick mark thicker (thick mark?).
|
||||
- MenuItem: Tweaks to be usable inside a menu bar (nb: it looks like a regular menu and thus is misleading, prefer using Button() and regular widgets in menu bar if you need to). (#1387)
|
||||
- ImDrawList: Fixed a rare draw call merging bug which could lead to undisplayed triangles. (#1172, #1368)
|
||||
- ImDrawList: Fixed a rare bug in `ChannelsMerge()` when all contents has been clipped, leading to an extraneous draw call being created. (#1172, #1368)
|
||||
- ImFont: Added `AddGlyph()` building helper for use by custom atlas builders.
|
||||
- ImFontAtlas: Added support for CustomRect API to submit custom rectangles to be packed into the atlas. You can map them as font glyphs, or use them for custom purposes.
|
||||
After the atlas is built you can query the position of your rectangles in the texture and then copy your data there. You can use this features to create e.g. full color font-mapped icons.
|
||||
- ImFontAtlas: Fixed fall-back handling when merging fonts, if a glyph was missing from the second font input it could have used a glyph from the first one. (#1349) [@inolen]
|
||||
- ImFontAtlas: Fixed memory leak on build failure case when stbtt_InitFont failed (generally due to incorrect or supported font type). (#1391) (@Moka42)
|
||||
- ImFontConfig: Added `RasterizerMultiply` option to alter the brightness of individual fonts at rasterization time, which may help increasing readability for some.
|
||||
- ImFontConfig: Added `RasterizerFlags` to pass options to custom rasterizer (e.g. the [imgui_freetype](https://github.com/ocornut/imgui_club/tree/master/imgui_freetype) rasterizer in imgui_club has such options).
|
||||
- ImVector: added resize() variant with initialization value.
|
||||
- Misc: Changed the internal name formatting of child windows identifier to use slashes (instead of dots) as separator, more readable.
|
||||
- Misc: Fixed compilation with `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` defined.
|
||||
- Misc: Marked all format+va_list functions with format attribute so GCC/Clang can warn about misuses.
|
||||
- Misc: Fixed compilation on NetBSD due to missing alloca.h (#1319) [@RyuKojiro]
|
||||
- Misc: Improved warnings compilation for newer versions of Clang. (#1324) (@waywardmonkeys)
|
||||
- Misc: Added `io.WantMoveMouse flags` (from Nav branch) and honored in Examples applications. Currently unused but trying to spread Examples applications code that supports it.
|
||||
- Misc: Added `IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS` support in imconfig.h to allow user reimplementing the `ImFormatString()` functions e.g. to use stb_printf(). (#1038)
|
||||
- Misc: [Windows] Fixed default Win32 `SetClipboardText()` handler leaving the Win32 clipboard handler unclosed on failure. [@pdoane]
|
||||
- Style: Added `ImGuiStyle::ScaleAllSizes(float)` helper to make it easier to have application transition e.g. from low to high DPI with a matching style.
|
||||
- Metrics: Draw window bounding boxes when hovering Pos/Size; List all draw layers; Trimming empty commands like Render() does.
|
||||
- Examples: OpenGL3: Save and restore sampler state. (#1145) [@nlguillemot]
|
||||
- Examples: OpenGL2, OpenGL3: Save and restore polygon mode. (#1307) [@JJscott]
|
||||
- Examples: DirectX11: Allow creating device with feature level 10 since we don't really need much for that example. (#1333)
|
||||
- Examples: DirectX9/10/12: Using the Win32 SetCapture/ReleaseCapture API to read mouse coordinates when they are out of bounds. (#1375) [@Gargaj, @ocornut]
|
||||
- Tools: Fixed binary_to_compressed_c tool to return 0 when successful. (#1350) [@benvanik]
|
||||
- Internals: Exposed more helpers and unfinished features in imgui_internal.h. (use at your own risk!).
|
||||
- Internals: A bunch of internal refactoring, hopefully haven't broken anything! Merged a bunch of internal changes from the upcoming Navigation branch.
|
||||
- Various tweaks, fixes and documentation changes.
|
||||
|
||||
Beta Navigation Branch:
|
||||
(Lots of work has been done toward merging the Beta Gamepad/Keyboard Navigation branch (#787) in master.)
|
||||
(Please note that this branch is always kept up to date with master. If you are using the navigation branch, some of the changes include:)
|
||||
- Nav: Added `#define IMGUI_HAS_NAV` in imgui.h to ease sharing code between both branches. (#787)
|
||||
- Nav: MainMenuBar now releases focus when user gets out of the menu layer. (#787)
|
||||
- Nav: When applying focus to a window with only menus, the menu layer is automatically activated. (#787)
|
||||
- Nav: Added `ImGuiNavInput_KeyMenu` (~Alt key) aside from ImGuiNavInput_PadMenu input as it is one differentiator of pad vs keyboard that was detrimental to the keyboard experience. Although isn't officially supported, it makes the current experience better. (#787)
|
||||
- Nav: Move requests now wrap vertically inside Menus and Pop-ups. (#787)
|
||||
- Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight. (#787, #1079).
|
||||
- Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
|
||||
- Nav: Fixed `SetItemDefaultFocus` from stealing default focus when we are initializing default focus for a menu bar layer. (#787)
|
||||
- Nav: Support for fall-back horizontal scrolling with PadLeft/PadRight (nb: fall-back scrolling is only used to navigate windows that have no interactive items). (#787)
|
||||
- Nav: Fixed tool-tip from being selectable in the window selection list. (#787)
|
||||
- Nav: `CollapsingHeader(bool*)` variant: fixed for `IsItemHovered()` not working properly in the nav branch. (#600, #787)
|
||||
- Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled. (#787)
|
||||
- Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787)
|
||||
- Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787)
|
||||
- Nav: Various internal refactoring.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.51 (2017-08-24)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.51
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
Work on dear imgui has been gradually resuming. It means that fixes and new features should be tackled at a faster rate than last year. However, in order to move forward with the library and get rid of some cruft, I have taken the liberty to be a little bit more aggressive than usual with API breaking changes. Read the details below and search for those names in your code! In the grand scheme of things, those changes are small and should not affect everyone, but this is technically our most aggressive release so far in term of API breakage. If you want to be extra forward-facing, you can enable `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h to disable the obsolete names/redirection.
|
||||
|
||||
- Renamed `IsItemHoveredRect()` to `IsItemRectHovered()`. Kept inline redirection function (will obsolete).
|
||||
- Renamed `IsMouseHoveringWindow()` to `IsWindowRectHovered()` for consistency. Kept inline redirection function (will obsolete).
|
||||
- Renamed `IsMouseHoveringAnyWindow()` to `IsAnyWindowHovered()` for consistency. Kept inline redirection function (will obsolete).
|
||||
- Renamed `ImGuiCol_Columns***` enums to `ImGuiCol_Separator***`. Kept redirection enums (will obsolete).
|
||||
- Renamed `ImGuiSetCond***` types and enums to `ImGuiCond***`. Kept redirection enums (will obsolete).
|
||||
- Renamed `GetStyleColName()` to `GetStyleColorName()` for consistency. Unlikely to be used by end-user!
|
||||
- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicitly to fix.
|
||||
- Marked the weird `IMGUI_ONCE_UPON_A_FRAME` helper macro as obsolete. Prefer using the more explicit `ImGuiOnceUponAFrame`.
|
||||
- Changed `ColorEdit4(const char* label, float col[4], bool show_alpha = true)` signature to `ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)`, where flags 0x01 is a safe no-op (hello dodgy backward compatibility!). The new `ColorEdit4`/`ColorPicker4` functions have lots of available flags! Check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
|
||||
- Changed signature of `ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)` to `ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))`. This function was rarely used and was very dodgy (no explicit ID!).
|
||||
- Changed `BeginPopupContextWindow(bool also_over_items=true, const char* str_id=NULL, int mouse_button=1)` signature to `(const char* str_id=NULL, int mouse_button=1, bool also_over_items=true)`. This is perhaps the most aggressive change in this update, but note that the majority of users relied on default parameters completely, so this will affect only a fraction of users of this already rarely used function.
|
||||
- Removed `IsPosHoveringAnyWindow()`, which was partly broken and misleading. In the vast majority of cases, people using that function wanted to use `io.WantCaptureMouse` flag. Replaced with IM_ASSERT + comment redirecting user to `io.WantCaptureMouse`. (#1237)
|
||||
- Removed the old `ValueColor()` helpers, they are equivalent to calling `Text(label)` + `SameLine()` + `ColorButton()`.
|
||||
- Removed `ColorEditMode()` and `ImGuiColorEditMode` type in favor of `ImGuiColorEditFlags` and parameters to the various Color*() functions. The `SetColorEditOptions()` function allows to initialize default but the user can still change them with right-click context menu. Commenting out your old call to `ColorEditMode()` may just be fine!
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added flags to `ColorEdit3()`, `ColorEdit4()`. The color edit widget now has a context-menu and access to the color picker. (#346)
|
||||
- Added flags to `ColorButton()`. (#346)
|
||||
- Added `ColorPicker3()`, `ColorPicker4()`. The API along with those of the updated `ColorEdit4()` was designed so you may use them in various situation and hopefully compose your own picker if required. There are a bunch of available flags, check the Demo window and comment for `ImGuiColorEditFlags_`. Some of the options it supports are: two color picker types (hue bar + sat/val rectangle, hue wheel + rotating sat/val triangle), display as u8 or float, lifting 0.0..1.0 constraints (currently rgba only), context menus, alpha bar, background checkerboard options, preview tooltip, basic revert. For simple use, calling the existing `ColorEdit4()` function as you did before will be enough, as you can now open the color picker from there. (#346) [@r-lyeh, @nem0, @thennequin, @dariomanesku and @ocornut]
|
||||
- Added `SetColorEditOptions()` to set default color options (e.g. if you want HSV over RGBA, float over u8, select a default picker mode etc. at startup time without a user intervention. Note that the user can still change options with the context menu unless disabled with `ImGuiColorFlags_NoOptions` or explicitly enforcing a display type/picker mode etc.).
|
||||
- Added user-facing `IsPopupOpen()` function. (#891) [@mkeeter]
|
||||
- Added `GetColorU32(u32)` variant that perform the style alpha multiply without a floating-point round trip, and helps makes code more consistent when using ImDrawList APIs.
|
||||
- Added `PushStyleColor(ImGuiCol idx, ImU32 col)` overload.
|
||||
- Added `GetStyleColorVec4(ImGuiCol idx)` which is equivalent to accessing `ImGui::GetStyle().Colors[idx]` (aka return the raw style color without alpha alteration).
|
||||
- ImFontAtlas: Added `GlyphRangesBuilder` helper class, which makes it easier to build custom glyph ranges from your app/game localization data, or add into existing glyph ranges.
|
||||
- ImFontAtlas: Added `TexGlyphPadding` option. (#1282) [@jadwallis]
|
||||
- ImFontAtlas: Made it possible to override size of AddFontDefault() (even if it isn't really recommended!).
|
||||
- ImDrawList: Added `GetClipRectMin()`, `GetClipRectMax()` helpers.
|
||||
- Fixed Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (unlikely!). (#1000)
|
||||
- Fixed `PushID()`/`PopID()` from marking parent window as Accessed (which needlessly woke up the root "Debug" window when used outside of a regular window). (#747)
|
||||
- Fixed an assert when calling `CloseCurrentPopup()` twice in a row. [@nem0]
|
||||
- Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set. (#1048, #1056)
|
||||
- Columns: Added `SetColumnWidth()`. (#913) [@ggtucker]
|
||||
- Columns: Dragging a column preserve its width by default. (#913) [@ggtucker]
|
||||
- Columns: Fixed first column appearing wider than others. (#1266)
|
||||
- Columns: Fixed allocating space on the right-most side with the assumption of a vertical scrollbar. The space is only allocated when needed. (#125, #913, #893, #1138)
|
||||
- Columns: Fixed the right-most column from registering its content width to the parent window, which led to various issues when using auto-resizing window or e.g. horizontal scrolling. (#519, #125, #913)
|
||||
- Columns: Refactored some of the columns code internally toward a better API (not yet exposed) + minor optimizations. (#913) [@ggtucker, @ocornut]
|
||||
- Popups: Most pop-ups windows can be moved by the user after appearing (if they don't have explicit positions provided by caller, or e.g. sub-menu pop-up). The previous restriction was totally arbitrary. (#1252)
|
||||
- Tooltip: `SetTooltip()` is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips. (#862)
|
||||
- PlotHistogram: bars are drawn based on zero-line, so negative values are going under. (#828)
|
||||
- Scrolling: Fixed return values of `GetScrollMaxX()`, `GetScrollMaxY()` when both scrollbars were enabled. Tweak demo to display more data. (#1271) [@degracode]
|
||||
- Scrolling: Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246)
|
||||
- Scrolling: `SetScrollHere()`, `SetScrollFromPosY()`: Fixed Y scroll aiming when Horizontal Scrollbar is enabled. (#665).
|
||||
- [Windows] Clipboard: Fixed not closing Win32 clipboard on early open failure path. (#1264)
|
||||
- Removed an unnecessary dependency on int64_t which failed on some older compilers.
|
||||
- Demo: Rearranged everything under Widgets in a more consistent way.
|
||||
- Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913)
|
||||
- Examples: OpenGL: Various makefiles for MINGW, Linux. (#1209, #1229, #1209) [@fr500, @acda]
|
||||
- Examples: Enabled vsync by default in example applications, so it doesn't confuse people that the sample run at 2000+ fps and waste an entire CPU. (#1213, #1151).
|
||||
- Various other small fixes, tweaks, comments, optimizations.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.50 (2017-06-02)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.50
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Added a void* user_data parameter to Clipboard function handlers. (#875)
|
||||
- SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
|
||||
- Renamed ImDrawList::PathFill() - rarely used directly - to ImDrawList::PathFillConvex() for clarity and consistency.
|
||||
- Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
|
||||
- Style: style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
|
||||
- BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
|
||||
|
||||
Other Changes:
|
||||
|
||||
- InputText(): Added support for CTRL+Backspace (delete word).
|
||||
- InputText(): OSX uses Super+Arrows for home/end. Add Shortcut+Backspace support. (#650) [@michaelbartnett]
|
||||
- InputText(): Got rid of individual OSX-specific options in ImGuiIO, added a single io.OSXBehaviors flag. (#473, #650)
|
||||
- InputText(): Fixed pressing home key on last character when it isn't a trailing \n (#588, #815)
|
||||
- InputText(): Fixed state corruption/crash bug in stb_textedit.h redo logic when exhausting undo/redo char buffer. (#715. #681)
|
||||
- InputTextMultiline(): Fixed CTRL+DownArrow moving scrolling out of bounds.
|
||||
- InputTextMultiline(): Scrollbar fix for when input and latched internal buffers differs in a way that affects vertical scrollbar existence. (#725)
|
||||
- ImFormatString(): Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1. (#793)
|
||||
- BeginChild(const char*) now applies stack id to provided label, consistent with other widgets. (#894, #713)
|
||||
- SameLine() with explicit X position is relative to left of group/columns. (ref #746, #125, #630)
|
||||
- SliderInt(), SliderFloat() supports reverse direction (where v_min > v_max). (#854)
|
||||
- SliderInt(), SliderFloat() better support for when v_min==v_max. (#919)
|
||||
- SliderInt(), SliderFloat() enforces writing back value when interacting, to be consistent with other widgets. (#919)
|
||||
- SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero. (#919)
|
||||
- Added IsRectVisible() variation with explicit start-end positions. (#768) [@thedmd]
|
||||
- Fixed TextUnformatted() clipping bug in the large-text path when horizontal scroll has been applied. (#692, #246)
|
||||
- Fixed minor text clipping issue in window title when using font straying above usual line. (#699)
|
||||
- Fixed SetCursorScreenPos() fixed not adjusting CursorMaxPos as well.
|
||||
- Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar.
|
||||
- Fixed using IsItemActive() after EndGroup() or any widget using groups. (#840, #479)
|
||||
- Fixed IsItemActive() lagging by one frame on initial widget activation. (#840)
|
||||
- Fixed Separator() zero-height bounding box resulting in clipping when laying exactly on top line of clipping rectangle (#860)
|
||||
- Fixed PlotLines() PlotHistogram() calling with values_count == 0.
|
||||
- Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty. (#923)
|
||||
- Fixed assert triggering when a window has zero rendering but has a callback. (#810)
|
||||
- Scrollbar: Fixed rendering when sizes are negative to reduce glitches (which can happen with certain style settings and zero WindowMinSize).
|
||||
- EndGroup(): Made IsItemHovered() work when an item was activated within the group. (#849)
|
||||
- BulletText(): Fixed stopping to display formatted string after the '##' mark.
|
||||
- Closing the focused window restore focus to the first active root window in descending z-order .(part of #727)
|
||||
- Word-wrapping: Fixed a bug where we never wrapped after a 1 character word. [@sronsse]
|
||||
- Word-wrapping: Fixed TextWrapped() overriding wrap position if one is already set. (#690)
|
||||
- Word-wrapping: Fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706)
|
||||
- ImGuiListClipper: Fixed automatic-height calc path dumbly having user display element 0 twice. (#661, #716)
|
||||
- ImGuiListClipper: Fix to behave within column. (#661, #662, #716)
|
||||
- ImDrawList: Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (BREAKING API)
|
||||
- Columns: End() avoid calling Columns(1) if no columns set is open, not sure why it wasn't the case already (pros: faster, cons: exercise less code).
|
||||
- ColorButton(): Fix ColorButton showing wrong hex value for alpha. (#1068) [@codecat]
|
||||
- ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form.
|
||||
- Shutdown() clear out some remaining pointers for sanity. (#836)
|
||||
- Added IMGUI_USE_BGRA_PACKED_COLOR option in imconfig.h (#767, #844) [@thedmd]
|
||||
- Style: Removed the inconsistent shadow under RenderCollapseTriangle() (~#707)
|
||||
- Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign. (#842)
|
||||
- ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000).
|
||||
- ImFont: Added GetGlyphRangesThai() helper. [@nProtect]
|
||||
- ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character.
|
||||
- ImFont: Calculate and store the approximate texture surface to get an idea of how costly each source font is.
|
||||
- ImFontConfig: Added GlyphOffset to explicitly offset glyphs at font build time, useful for merged fonts. Removed MergeGlyphCenterV. (BREAKING API)
|
||||
- Clarified asserts in CheckStacksSize() when there is a stack mismatch.
|
||||
- Context: Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586)
|
||||
- Updated stb_truetype.h to 1.14 (added OTF support, removed warnings). (#883, #976)
|
||||
- Updated stb_rect_pack.h to 0.10 (removed warnings). (#883)
|
||||
- Added ImGuiMouseCursor_None enum value for convenient usage by app/binding.
|
||||
- Clipboard: Added a void* user_data parameter to Clipboard function handlers. (#875) (BREAKING API)
|
||||
- Internals: Refactor internal text alignment options to use ImVec2, removed ImGuiAlign. (#842, #222)
|
||||
- Internals: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name. (#917)
|
||||
- Windows: Fixed Windows default clipboard handler leaving its buffer unfreed on application's exit. (#714)
|
||||
- Windows: No default IME handler when compiling for Windows using GCC. (#738)
|
||||
- Windows: Now using _wfopen() instead of fopen() to allow passing in paths/filenames with UTF-8 characters. (#917)
|
||||
- Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs which break some older compilers. (#839)
|
||||
- Demo: Added an extra 3-way columns demo.
|
||||
- Demo: ShowStyleEditor: show font character map / grid in more details.
|
||||
- Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end.
|
||||
- Demo: Fixed 1-byte off overflow in the ShowStyleEditor() combo usage. (#783) [@bear24rw]
|
||||
- Examples: Accessing ImVector fields directly, feel less stl-ey. (#810)
|
||||
- Examples: OpenGL*: Saving/restoring existing scissor rectangle for completeness. (#807)
|
||||
- Examples: OpenGL*: Saving/restoring active texture number (the value modified by glActiveTexture). (#1087, #1088, #1116)
|
||||
- Examples: OpenGL*: Saving/restoring separate color/alpha blend functions correctly. (#1120) [@greggman]
|
||||
- Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners. (#824)
|
||||
- Examples: Vulkan: Countless fixes and improvements. (#785, #804, #910, #1017, #1039, #1041, #1042, #1043, #1080) [@martty, @Loftilus, @ParticlePeter, @SaschaWillems]
|
||||
- Examples: DirectX9/10/10: Only call SetCursor(NULL) is io.MouseDrawCursor is set. (#585, #909)
|
||||
- Examples: DirectX9: Explicitly setting viewport to match that other examples are doing. (#937)
|
||||
- Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called. (#800)
|
||||
- Examples: GLFW+OpenGL2: Renaming opengl_example/ to opengl2_example/ for clarity.
|
||||
- Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
|
||||
- Examples: SDL2: Added build .bat files for Win32.
|
||||
- Added various links to language/engine bindings.
|
||||
- Various other minor fixes, tweaks, comments, optimizations.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.49 (2016-05-09)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.49
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Renamed `SetNextTreeNodeOpened()` to `SetNextTreeNodeOpen()` for consistency, no redirection.
|
||||
- Removed confusing set of `GetInternalState()`, `GetInternalStateSize()`, `SetInternalState()` functions. Now using `CreateContext()`, `DestroyContext()`, `GetCurrentContext()`, `SetCurrentContext()`. If you were using multiple contexts the change should be obvious and trivial.
|
||||
- Obsoleted old signature of `CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false)`, as extra parameters were badly designed and rarely used. Most uses were using 1 parameter and shouldn't affect you. You can replace the "default_open = true" flag in new API with `CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen)`.
|
||||
- Changed `ImDrawList::PushClipRect(ImVec4 rect)` to `ImDraw::PushClipRect(ImVec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false)`. Note that higher-level `ImGui::PushClipRect()` is preferable because it will clip at logic/widget level, whereas `ImDrawList::PushClipRect()` only affect your renderer.
|
||||
- Title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore (see #655). If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you. However if your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
|
||||
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color. (Or If this is confusing, just pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.)
|
||||
|
||||
ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
|
||||
{
|
||||
float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w));
|
||||
float k = title_bg_col.w / new_a;
|
||||
return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
|
||||
}
|
||||
|
||||
Other changes:
|
||||
|
||||
- New version of ImGuiListClipper helper calculates item height automatically. See comments and demo code. (#662, #661, #660)
|
||||
- Added SetNextWindowSizeConstraints() to enable basic min/max and programmatic size constraints on window. Added demo. (#668)
|
||||
- Added PushClipRect()/PopClipRect() (previously part of imgui_internal.h). Changed ImDrawList::PushClipRect() prototype. (#610)
|
||||
- Added IsRootWindowOrAnyChildHovered() helper. (#615)
|
||||
- Added TreeNodeEx() functions. (#581, #600, #190)
|
||||
- Added ImGuiTreeNodeFlags_Selected flag to display TreeNode as "selected". (#581, #190)
|
||||
- Added ImGuiTreeNodeFlags_AllowOverlapMode flag. (#600)
|
||||
- Added ImGuiTreeNodeFlags_NoTreePushOnOpen flag (#590).
|
||||
- Added ImGuiTreeNodeFlags_NoAutoOpenOnLog flag (previously private).
|
||||
- Added ImGuiTreeNodeFlags_DefaultOpen flag (previously private).
|
||||
- Added ImGuiTreeNodeFlags_OpenOnDoubleClick flag.
|
||||
- Added ImGuiTreeNodeFlags_OpenOnArrow flag.
|
||||
- Added ImGuiTreeNodeFlags_Leaf flag, always opened, no arrow, for convenience. For simple use case prefer using TreeAdvanceToLabelPos()+Text().
|
||||
- Added ImGuiTreeNodeFlags_Bullet flag, to add a bullet to Leaf node or replace Arrow with a bullet.
|
||||
- Added TreeAdvanceToLabelPos(), GetTreeNodeToLabelSpacing() helpers. (#581, #324)
|
||||
- Added CreateContext()/DestroyContext()/GetCurrentContext()/SetCurrentContext(). Obsoleted nearly identical GetInternalState()/SetInternalState() functions. (#586, #269)
|
||||
- Added NewLine() to undo a SameLine() and as a shy reminder that horizontal layout support hasn't been implemented yet.
|
||||
- Added IsItemClicked() helper. (#581)
|
||||
- Added CollapsingHeader() variant with close button. (#600)
|
||||
- Fixed MenuBar missing lower border when borders are enabled.
|
||||
- InputText(): Fixed clipping of cursor rendering in case it gets out of the box (which can be forced w/ ImGuiInputTextFlags_NoHorizontalScroll. (#601)
|
||||
- Style: Changed default IndentSpacing from 22 to 21. (#581, #324)
|
||||
- Style: Fixed TitleBg/TitleBgActive color being rendered above WindowBg color, which was inconsistent and causing visual artifact. (#655)
|
||||
This broke the meaning of TitleBg and TitleBgActive. Only affect values where Alpha<1.0f. Fixed default theme. Read comments in "API BREAKING CHANGES" section to convert.
|
||||
- Relative rendering of order of Child windows creation is preserved, to allow more control with overlapping children. (#595)
|
||||
- Fixed GetWindowContentRegionMax() being off by ScrollbarSize amount when explicit SizeContents is set.
|
||||
- Indent(), Unindent(): optional non-default indenting width. (#324, #581)
|
||||
- Bullet(), BulletText(): Slightly bigger. Less polygons.
|
||||
- ButtonBehavior(): fixed subtle old bug when a repeating button would also return true on mouse release (barely noticeable unless RepeatRate is set to be very slow). (#656)
|
||||
- BeginMenu(): a menu that becomes disabled while open gets closed down, facilitate user's code. (#126)
|
||||
- BeginGroup(): fixed using within Columns set. (#630)
|
||||
- Fixed a lag in reading the currently hovered window when dragging a window. (#635)
|
||||
- Obsoleted 4 parameters version of CollapsingHeader(). Refactored code into TreeNodeBehavior. (#600, #579)
|
||||
- Scrollbar: minor fix for top-right rounding of scrollbar background when window has menu bar but no title bar.
|
||||
- MenuItem(): the check mark renders in disabled color when menu item is disabled.
|
||||
- Fixed clipping rectangle floating point representation to ensure renderer-side float point operations yield correct results in typical DirectX/GL settings. (#582, 597)
|
||||
- Fixed GetFrontMostModalRootWindow(), fixing missing fade-out when a combo pop was used stacked over a modal window. (#604)
|
||||
- ImDrawList: Added AddQuad(), AddQuadFilled() helpers.
|
||||
- ImDrawList: AddText() refactor, moving some code to ImFont, reserving less unused vertices when large vertical clipping occurs.
|
||||
- ImFont: Added RenderChar() helper.
|
||||
- ImFont: Added AddRemapChar() helper. (#609)
|
||||
- ImFontConfig: Clarified persistence requirement of GlyphRanges array. (#651)
|
||||
- ImGuiStorage: Added bool helper functions for completeness.
|
||||
- AddFontFromMemoryCompressedTTF(): Fix ImFontConfig propagation. (#587)
|
||||
- Renamed majority of use of the word "opened" to "open" for clarity. Renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(). (#625, #579)
|
||||
- Examples: OpenGL3: Saving/restoring glActiveTexture() state. (#602)
|
||||
- Examples: DirectX9: save/restore all device state.
|
||||
- Examples: DirectX9: Removed dependency on d3dx9.h, d3dx9.lib, dxguid.lib so it can be used in a DirectXMath.h only environment. (#611)
|
||||
- Examples: DirectX10/X11: Apply depth-stencil state (no use of depth buffer). (#640, #636)
|
||||
- Examples: DirectX11/X11: Added comments on removing dependency on D3DCompiler. (#638)
|
||||
- Examples: SDL: Initialize video+timer subsystem only.
|
||||
- Examples: Apple/iOS: lowered XCode project deployment target from 10.7 to 10.11. (#598, #575)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.48 (2016-04-09)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.48
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Consistently honoring exact width passed to PushItemWidth() (when positive), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
|
||||
- Style: removed `style.WindowFillAlphaDefault` which was confusing and redundant, baked alpha into `ImGuiCol_WindowBg` color. If you had a custom WindowBg color but didn't change WindowFillAlphaDefault, multiply WindowBg alpha component by 0.7. Renamed `ImGuiCol_TooltipBg` to `ImGuiCol_PopupBG`, applies to other types of pop-ups. `bg_alpha` parameter of 5-parameters version of Begin() is an override. (#337)
|
||||
- InputText(): Added BufTextLen field in ImGuiTextEditCallbackData. Requesting user to update it if the buffer is modified in the callback. Added a temporary length-check assert to minimize panic for the 3 people using the callback. (#541)
|
||||
- Renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). (#340)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Consistently honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. Some hand-tuned layout may be affected slightly. (#346)
|
||||
- Fixed clipping of child windows within parent not taking account of child outer clipping boundaries (including scrollbar, etc.). (#506)
|
||||
- TextUnformatted(): Fixed rare crash bug with large blurb of text (2k+) not finished with a '\n' and fully above the clipping Y line. (#535)
|
||||
- IO: Added 'KeySuper' field to hold CMD keyboard modifiers for OS X. Updated all examples accordingly. (#473)
|
||||
- Added ImGuiWindowFlags_ForceVerticalScrollbar, ImGuiWindowFlags_ForceHorizontalScrollbar flags. (#476)
|
||||
- Added IM_COL32 macros to generate a U32 packed color, convenient for direct use of ImDrawList api. (#346)
|
||||
- Added GetFontTexUvWhitePixel() helper, convenient for direct use of ImDrawList api.
|
||||
- Selectable(): Added ImGuiSelectableFlags_AllowDoubleClick flag to allow user reacting on double-click. (@zapolnov) (#516)
|
||||
- Begin(): made the close button explicitly set the boolean to false instead of toggling it. (#499)
|
||||
- BeginChild()/EndChild(): fixed incorrect layout to allow widgets submitted after an auto-fitted child window. (#540)
|
||||
- BeginChild(): Added ImGuiWindowFlags_AlwaysUseWindowPadding flag to ensure non-bordered child window uses window padding. (#462)
|
||||
- Fixed InputTextMultiLine(), ListBox(), BeginChildFrame(), ProgressBar(): outer frame not honoring bordering. (#462, #503)
|
||||
- Fixed Image(), ImageButtion() rendering a rectangle 1 px too large on each axis. (#457)
|
||||
- SetItemAllowOverlap(): Promoted from imgui_internal.h to public imgui.h api. (#517)
|
||||
- Combo(): Right-most button stays highlighted when pop-up is open.
|
||||
- Combo(): Display pop-up above if there's isn't enough space below / or select largest side. (#505)
|
||||
- DragFloat(), SliderFloat(), InputFloat(): fixed cases of erroneously returning true repeatedly after a text input modification (e.g. "0.0" --> "0.000" would keep returning true). (#564)
|
||||
- DragFloat(): Always apply value when mouse is held/widget active, so that an always-reseting variable (e.g. non saved local) can be passed.
|
||||
- InputText(): OS X friendly behaviors: Word movement uses ALT key; Shortcuts uses CMD key; Double-clicking text select a single word; Jumping to next word sets cursor to end of current word instead of beginning of current word. (@zhiayang), (#473)
|
||||
- InputText(): Added BufTextLen in ImGuiTextEditCallbackData. Requesting user to maintain it if buffer is modified. Zero-ing structure properly before use. (#541)
|
||||
- CheckboxFlags(): Added support for testing/setting multiple flags at the same time. (@DMartinek) (#555)
|
||||
- TreeNode(), CollapsingHeader() fixed not being able to use "##" sequence in a formatted label.
|
||||
- ColorEdit4(): Empty label doesn't add InnerSpacing.x, matching behavior of other widgets. (#346)
|
||||
- ColorEdit4(): Removed unnecessary calls to scanf() when idle in hexadecimal edit mode.
|
||||
- BeginPopupContextItem(), BeginPopupContextWindow(): added early out optimization.
|
||||
- CaptureKeyboardFromApp() / CaptureMouseFromApp(): added argument to allow clearing the capture flag. (#533)
|
||||
- ImDrawList: Fixed index-overflow check broken by AddText() casting current index back to ImDrawIdx. (#514)
|
||||
- ImDrawList: Fixed incorrect removal of trailing draw command if it is a callback command.
|
||||
- ImDrawList: Allow windows with only a callback only to be functional. (#524)
|
||||
- ImDrawList: Fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. (#457)
|
||||
- ImDrawList: Fixed ImDrawList::AddCircle() to fit precisely within bounding box like AddCircleFilled() and AddRectFilled(). (#457)
|
||||
- ImDrawList: AddCircle(), AddRect() takes optional thickness parameter.
|
||||
- ImDrawList: Added AddTriangle().
|
||||
- ImDrawList: Added PrimQuadUV() helper to ease custom rendering of textured quads (require primitive reserve).
|
||||
- ImDrawList: Allow AddText(ImFont\* font, float font_size, ...) variant to take NULL/0.0f as default.
|
||||
- ImFontAtlas: heuristic increase default texture width up for large number of glyphs. (#491)
|
||||
- ImTextBuffer: Fixed empty() helper which was utterly broken.
|
||||
- Metrics: allow to inspect individual triangles in draw calls.
|
||||
- Demo: added more draw primitives in the Custom Rendering example. (#457)
|
||||
- Demo: extra comments and example for PushItemWidth(-1) patterns.
|
||||
- Demo: InputText password demo filters out blanks. (#515)
|
||||
- Demo: Fixed malloc/free mismatch and leak when destructing demo console, if it has been used. (@fungos) (#536)
|
||||
- Demo: plot code doesn't use ImVector to avoid heap allocation and be more friendly to custom allocator users. (#538)
|
||||
- Fixed compilation on DragonFly BSD (@mneumann) (#563)
|
||||
- Examples: Vulkan: Added a Vulkan example (@Loftilus) (#549)
|
||||
- Examples: DX10, DX11: Saving/restoring most device state so dropping render function in your codebase shouldn't have DX device side-effects. (#570)
|
||||
- Examples: DX10, DX11: Fixed ImGui_ImplDX??_NewFrame() from recreating device objects if render isn't called (g_pVB not set).
|
||||
- Examples: OpenGL3: Fix BindVertexArray/BindBuffer order. (@nlguillemot) (#527)
|
||||
- Examples: OpenGL: skip rendering and calling glViewport() if we have zero-fixed buffer. (#486)
|
||||
- Examples: SDL2+OpenGL3: Fix context creation options. Made ImGui_ImplSdlGL3_NewFrame() signature match GL2 one. (#468, #463)
|
||||
- Examples: SDL2+OpenGL2/3: Fix for high-dpi displays. (@nickgravelyn)
|
||||
- Various extra comments and clarification in the code.
|
||||
- Various other fixes and optimizations.
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
For older version, see https://github.com/ocornut/imgui/releases
|
||||
|
@ -1,6 +1,6 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2018 Omar Cornut
|
||||
Copyright (c) 2014-2019 Omar Cornut
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
330
README.md
@ -1,330 +0,0 @@
|
||||
dear imgui,
|
||||
=====
|
||||
[](https://travis-ci.org/ocornut/imgui)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for technical support, custom development etc. E-mail: omarcornut at gmail)._
|
||||
|
||||
Monthly donations via Patreon:
|
||||
<br>[](http://www.patreon.com/imgui)
|
||||
|
||||
One-off donations via PayPal:
|
||||
<br>[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
|
||||
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
|
||||
|
||||
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
|
||||
|
||||
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
|
||||
|
||||
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
||||
- imgui.cpp
|
||||
- imgui.h
|
||||
- imgui_demo.cpp
|
||||
- imgui_draw.cpp
|
||||
- imgui_internal.h
|
||||
- imconfig.h (empty by default, user-editable)
|
||||
- stb_rect_pack.h
|
||||
- stb_textedit.h
|
||||
- stb_truetype.h
|
||||
|
||||
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
|
||||
|
||||
### Usage
|
||||
|
||||
Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
|
||||
|
||||
Code:
|
||||
```cpp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
{
|
||||
// do stuff
|
||||
}
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
Result:
|
||||
<br>
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
|
||||
|
||||
Code:
|
||||
```cpp
|
||||
// Create a window called "My First Tool", with a menu bar.
|
||||
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("File"))
|
||||
{
|
||||
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
// Edit a color (stored as ~4 floats)
|
||||
ImGui::ColorEdit4("Color", my_color);
|
||||
|
||||
// Plot some values
|
||||
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
|
||||
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
|
||||
|
||||
// Display contents in a scrolling region
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
|
||||
ImGui::BeginChild("Scrolling");
|
||||
for (int n = 0; n < 50; n++)
|
||||
ImGui::Text("%04d: Some text", n);
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
```
|
||||
Result:
|
||||
<br>
|
||||
|
||||
### How it works
|
||||
|
||||
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize state duplication, state synchronization and state storage from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
||||
|
||||
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
|
||||
|
||||
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||
|
||||
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
|
||||
|
||||
Demo Binaries
|
||||
-------------
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20180512.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20180512.zip) (Windows binaries, Dear ImGui 1.61 WIP built 2018/05/12, 5 executables)
|
||||
|
||||
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
|
||||
|
||||
Bindings
|
||||
--------
|
||||
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer and at ease with those concepts, it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
|
||||
|
||||
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
|
||||
|
||||
Languages: (third-party bindings)
|
||||
- C: [cimgui](https://github.com/Extrawurst/cimgui) and [#1879](https://github.com/ocornut/imgui/issues/1879)
|
||||
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
|
||||
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
|
||||
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
|
||||
- Go: [go-imgui](https://github.com/Armored-Dragon/go-imgui)
|
||||
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
|
||||
- Java: [jimgui](https://github.com/ice1000/jimgui)
|
||||
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
|
||||
- Lua: [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
|
||||
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
|
||||
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
|
||||
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
|
||||
- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
|
||||
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
|
||||
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
|
||||
|
||||
Frameworks:
|
||||
- Renderers: DirectX 9, DirectX 10, DirectX 11, DirectX 12, OpenGL2, OpenGL3+, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Platform: GLFW, SDL, Win32, Freeglut: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Framework: Allegro 5, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Unmerged Branch: OSX platform without GLFW/SDL: [#1873](https://github.com/ocornut/imgui/tree/osx)
|
||||
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
|
||||
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
|
||||
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
|
||||
- Unmerged PR: ORX: [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
|
||||
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [issue #551](https://github.com/ocornut/imgui/issues/551)
|
||||
- Flexium/SFML: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
|
||||
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
|
||||
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
|
||||
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
|
||||
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
|
||||
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
|
||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
||||
- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort)
|
||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
||||
- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d)
|
||||
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends)
|
||||
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
|
||||
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
|
||||
|
||||
For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
Roadmap
|
||||
-------
|
||||
Some of the goals for 2018 are:
|
||||
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
- Finish work on viewports and multiple OS windows management. (see [#1542](https://github.com/ocornut/imgui/issues/1542))
|
||||
- Finish work on docking, tabs. (see [#351](https://github.com/ocornut/imgui/issues/351#issuecomment-346865709))
|
||||
- Make Columns better. (they are currently pretty terrible!)
|
||||
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
|
||||
|
||||
Gallery
|
||||
-------
|
||||
|
||||
User screenshots:
|
||||
<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
|
||||
<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
|
||||
<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
|
||||
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
|
||||
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
|
||||
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 onward)
|
||||
<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
|
||||
|
||||
Various tools
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
||||
|
||||

|
||||
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
|
||||
|
||||
Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
|
||||
Code:
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
```
|
||||
```cpp
|
||||
ImGui::Text(u8"こんにちは!テスト %d", 123);
|
||||
if (ImGui::Button(u8"ロード"))
|
||||
{
|
||||
// do stuff
|
||||
}
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
Result:
|
||||
<br>
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
|
||||
|
||||
References
|
||||
----------
|
||||
|
||||
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
|
||||
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
|
||||
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
|
||||
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
|
||||
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
||||
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
|
||||
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
|
||||
|
||||
See the [Wiki](https://github.com/ocornut/imgui/wiki) and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
|
||||
|
||||
Frequently Asked Question (FAQ)
|
||||
-------------------------------
|
||||
|
||||
<b>Where is the documentation?</b>
|
||||
|
||||
- The documentation is at the top of imgui.cpp + effectively imgui.h.
|
||||
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
|
||||
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
|
||||
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
||||
|
||||
<b>Which version should I get?</b>
|
||||
|
||||
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||
|
||||
<b>Who uses Dear ImGui?</b>
|
||||
|
||||
See the [Software using dear imgui page](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) for an (incomplete) list of games/software which are publicly known to use dear imgui. Please add yours if you can!
|
||||
|
||||
<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
|
||||
|
||||
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
|
||||
|
||||
<b>How can I tell whether to dispatch mouse/keyboard to imgui or to my application?</b>
|
||||
<br><b>How can I display an image? What is ImTextureID, how does it works?</b>
|
||||
<br><b>How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.</b>
|
||||
<br><b>How can I load a different font than the default?</b>
|
||||
<br><b>How can I easily use icons in my application?</b>
|
||||
<br><b>How can I load multiple fonts?</b>
|
||||
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
|
||||
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
|
||||
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
|
||||
<br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
|
||||
<br><b>How can I help?</b>
|
||||
|
||||
See the FAQ in imgui.cpp for answers.
|
||||
|
||||
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
|
||||
|
||||
You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
|
||||
|
||||
You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
|
||||
|
||||
For touch inputs, you can increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
|
||||
|
||||
<b>Can you create elaborate/serious tools with Dear ImGui?</b>
|
||||
|
||||
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||
|
||||
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
|
||||
|
||||
<b>Can you reskin the look of Dear ImGui?</b>
|
||||
|
||||
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
|
||||
|
||||

|
||||
|
||||
<b>Why using C++ (as opposed to C)?</b>
|
||||
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly designed for binding in other languages. I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to other languages.
|
||||
|
||||
Support dear imgui
|
||||
------------------
|
||||
|
||||
<b>How can I help financing further development of Dear ImGui?</b>
|
||||
|
||||
Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
|
||||
|
||||
Monthly donations via Patreon:
|
||||
<br>[](http://www.patreon.com/imgui)
|
||||
|
||||
One-off donations via PayPal:
|
||||
<br>[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
|
||||
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can invoice for private support, custom development etc. E-mail: omarcornut at gmail). Thanks!
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
||||
|
||||
I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
|
||||
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||
|
||||
Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
|
||||
|
||||
Double-chocolate sponsors:
|
||||
- Blizzard Entertainment
|
||||
- Media Molecule
|
||||
- Mobigame
|
||||
- Insomniac Games
|
||||
- Aras Pranckevičius
|
||||
- Lizardcube
|
||||
- Greggman
|
||||
- DotEmu
|
||||
|
||||
Salty caramel supporters:
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru.
|
||||
|
||||
Caramel supporters:
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey.
|
||||
|
||||
And other supporters; thanks!
|
||||
(Please contact me or PR if you would like to be added or removed from this list)
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
|
1957
docs/CHANGELOG.txt
Normal file
336
docs/README.md
Normal file
@ -0,0 +1,336 @@
|
||||
dear imgui
|
||||
=====
|
||||
[](https://travis-ci.org/ocornut/imgui)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
||||
|
||||
Businesses: support continued maintenance and development via support contracts or sponsoring:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
|
||||
|
||||
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
|
||||
|
||||
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
|
||||
|
||||
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases.
|
||||
|
||||
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
||||
- imgui.cpp
|
||||
- imgui.h
|
||||
- imgui_demo.cpp
|
||||
- imgui_draw.cpp
|
||||
- imgui_widgets.cpp
|
||||
- imgui_internal.h
|
||||
- imconfig.h (empty by default, user-editable)
|
||||
- imstb_rectpack.h
|
||||
- imstb_textedit.h
|
||||
- imstb_truetype.h
|
||||
|
||||
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
|
||||
|
||||
### Usage
|
||||
|
||||
Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
|
||||
|
||||
Code:
|
||||
```cpp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
{
|
||||
// do stuff
|
||||
}
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
Result:
|
||||
<br>
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
|
||||
|
||||
Code:
|
||||
```cpp
|
||||
// Create a window called "My First Tool", with a menu bar.
|
||||
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("File"))
|
||||
{
|
||||
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
// Edit a color (stored as ~4 floats)
|
||||
ImGui::ColorEdit4("Color", my_color);
|
||||
|
||||
// Plot some values
|
||||
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
|
||||
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
|
||||
|
||||
// Display contents in a scrolling region
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
|
||||
ImGui::BeginChild("Scrolling");
|
||||
for (int n = 0; n < 50; n++)
|
||||
ImGui::Text("%04d: Some text", n);
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
```
|
||||
Result:
|
||||
<br>
|
||||
|
||||
### How it works
|
||||
|
||||
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
||||
|
||||
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
|
||||
|
||||
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||
|
||||
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
|
||||
|
||||
Demo Binaries
|
||||
-------------
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables)
|
||||
|
||||
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
|
||||
|
||||
Bindings
|
||||
--------
|
||||
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
|
||||
|
||||
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
|
||||
|
||||
Languages: (third-party bindings)
|
||||
- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
|
||||
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
|
||||
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
|
||||
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
|
||||
- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
|
||||
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
|
||||
- Java: [jimgui](https://github.com/ice1000/jimgui)
|
||||
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
|
||||
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
|
||||
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
|
||||
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
|
||||
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
|
||||
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
|
||||
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy)
|
||||
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
|
||||
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
|
||||
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
|
||||
|
||||
Frameworks:
|
||||
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
|
||||
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
|
||||
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
|
||||
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
|
||||
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
|
||||
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
|
||||
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
|
||||
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
|
||||
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
|
||||
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
|
||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
||||
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
||||
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
|
||||
- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
|
||||
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
|
||||
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
|
||||
|
||||
For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
Roadmap
|
||||
-------
|
||||
Some of the goals for 2019 are:
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback)
|
||||
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
|
||||
- Make Columns better. (they are currently pretty terrible!)
|
||||
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
|
||||
|
||||
Gallery
|
||||
-------
|
||||
User screenshots:
|
||||
<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
|
||||
<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
|
||||
<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
|
||||
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
|
||||
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
|
||||
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
|
||||
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
|
||||
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019)
|
||||
<br>[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward)
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
|
||||
Custom engine
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
||||
|
||||
Demo window
|
||||

|
||||
|
||||
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
|
||||

|
||||
|
||||
References
|
||||
----------
|
||||
|
||||
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
|
||||
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
|
||||
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
|
||||
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
|
||||
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
||||
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
|
||||
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
|
||||
|
||||
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
|
||||
|
||||
Support
|
||||
-------
|
||||
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
|
||||
|
||||
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying customers.
|
||||
|
||||
Frequently Asked Question (FAQ)
|
||||
-------------------------------
|
||||
|
||||
**Where is the documentation?**
|
||||
|
||||
This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
|
||||
- Run the examples/ applications and explore them.
|
||||
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
|
||||
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
|
||||
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
|
||||
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
||||
|
||||
**Which version should I get?**
|
||||
|
||||
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||
|
||||
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly.
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
|
||||
|
||||
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
|
||||
|
||||
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui".
|
||||
|
||||
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
|
||||
<br>**How can I display an image? What is ImTextureID, how does it works?**
|
||||
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
|
||||
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
|
||||
<br>**How can I load a different font than the default?**
|
||||
<br>**How can I easily use icons in my application?**
|
||||
<br>**How can I load multiple fonts?**
|
||||
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
|
||||
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
|
||||
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
|
||||
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
|
||||
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
|
||||
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
|
||||
<br>**How can I help?**
|
||||
|
||||
See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
|
||||
|
||||
**Can you create elaborate/serious tools with Dear ImGui?**
|
||||
|
||||
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||
|
||||
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
|
||||
|
||||
**Can you reskin the look of Dear ImGui?**
|
||||
|
||||
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
|
||||
|
||||

|
||||
|
||||
**Why using C++ (as opposed to C)?**
|
||||
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
|
||||
|
||||
Support dear imgui
|
||||
------------------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Have your company financially support this project.
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
||||
|
||||
Businesses: support continued maintenance and development via support contracts or sponsoring:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
|
||||
|
||||
**Platinum-chocolate sponsors**
|
||||
- **Blizzard Entertainment**.
|
||||
|
||||
**Double-chocolate sponsors**
|
||||
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
|
||||
**Salty caramel supporters**
|
||||
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford.
|
||||
|
||||
**Caramel supporters**
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra.
|
||||
|
||||
And all other past and present supporters; THANK YOU!
|
||||
(Please contact me if you would like to be added or removed from this list)
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
||||
|
||||
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
|
||||
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
|
@ -8,16 +8,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- doc/test: add a proper documentation+regression testing system (#435)
|
||||
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||
- project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?)
|
||||
|
||||
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
|
||||
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
|
||||
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
|
||||
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
|
||||
- window: allow resizing of child windows (possibly given min/max for each axis?.)
|
||||
- window: background options for child windows, border option (disable rounding).
|
||||
- window: resizing from any sides? done. > need backends to honor mouse cursors properly. (#822)
|
||||
- window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822)
|
||||
- window: begin with *p_open == false should return false.
|
||||
- window: begin with *p_open == false could return false.
|
||||
- window: get size/pos helpers given names (see discussion in #249)
|
||||
- window: a collapsed window can be stuck behind the main menu bar?
|
||||
- window: when window is very small, prioritize resize button over close button.
|
||||
@ -27,22 +25,34 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window: expose contents size. (#1045)
|
||||
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
|
||||
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
|
||||
- window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
|
||||
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window: top most window flag? (#2574)
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
|
||||
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
|
||||
- window/child: border could be emitted in parent as well.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
|
||||
- scrolling/style: shadows on scrollable areas to denote that there is more contents
|
||||
|
||||
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
|
||||
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
|
||||
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
|
||||
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
|
||||
- drawlist: primitives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
|
||||
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
|
||||
- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
|
||||
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
|
||||
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
|
||||
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
|
||||
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
|
||||
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
|
||||
- drawlist: AddRect vs AddLine position confusing (#2441)
|
||||
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
|
||||
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
|
||||
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
|
||||
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
|
||||
|
||||
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
|
||||
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
|
||||
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
|
||||
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
|
||||
@ -51,30 +61,41 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
||||
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
||||
- widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
|
||||
- widgets: add always-allow-overlap mode.
|
||||
- widgets: add always-allow-overlap mode. This should perhaps be the default.
|
||||
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
|
||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||
- widgets: activate by identifier (trigger button, focus given id)
|
||||
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
|
||||
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
|
||||
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
- widgets: checkbox: checkbox with custom glyph inside frame.
|
||||
- widgets: coloredit: keep reporting as active when picker is on?
|
||||
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
- input text: expose CursorPos in char filter event (#816)
|
||||
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
|
||||
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
|
||||
- input text: way to dynamically grow the buffer without forcing the user to initially allocate for worse case, e.g. more natural std::string (follow up on #200)
|
||||
- input text: hover tooltip could show unclamped text
|
||||
- input text: option to Tab after an Enter validation.
|
||||
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
||||
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
|
||||
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
|
||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||
- input text: a way for the user to provide syntax coloring.
|
||||
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
||||
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
|
||||
- input text multi-line: better horizontal scrolling support (#383, #1224)
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text multi-line: single call to AddText() should be coarse clipped on InputTextEx() end.
|
||||
- input number: optional range min/max for Input*() functions
|
||||
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
|
||||
- input number: use mouse wheel to step up/down
|
||||
@ -86,23 +107,25 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- layout: horizontal flow until no space left (#404)
|
||||
- layout: more generic alignment state (left/right/centered) for single items?
|
||||
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
|
||||
- layout: BeginGroup() needs a border option. (~#1496)
|
||||
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
|
||||
|
||||
|
||||
- group: BeginGroup() needs a border option. (~#1496)
|
||||
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
|
||||
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
|
||||
|
||||
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
|
||||
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
|
||||
- columns: headers. reorderable. (#513, #125)
|
||||
- columns: headers. re-orderable. (#513, #125)
|
||||
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
|
||||
- columns: option to alternate background colors on odd/even scanlines.
|
||||
- columns: allow columns to recurse.
|
||||
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
|
||||
- columns: option to alternate background colors on odd/even scanlines.
|
||||
- columns: allow columns to recurse.
|
||||
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
|
||||
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
|
||||
- columns: flag to add horizontal separator above/below?
|
||||
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
|
||||
|
||||
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
||||
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
||||
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
|
||||
- coloredit: it is still somehow awkward to copy colors around (unless going through Hex mode).
|
||||
|
||||
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
|
||||
- plot: PlotLines() should use the polygon-stroke facilities, less vertices (currently issues with averaging normals)
|
||||
@ -116,29 +139,34 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.)
|
||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||
- clipper: ability to run without knowing full count in advance.
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- dock: docking extension
|
||||
- separator: expose flags (#759)
|
||||
- separator: width, thickness, centering (#1643)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- dock: merge docking branch (#2109)
|
||||
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
|
||||
|
||||
- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||
|
||||
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapped for std::string, std::vector etc.
|
||||
|
||||
- button: provide a button that looks framed.
|
||||
- button: provide a button that looks framed. (?)
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- image button: not taking an explicit id is odd.
|
||||
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
||||
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
|
||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
|
||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
||||
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
|
||||
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
|
||||
- slider: precision dragging
|
||||
- slider: relative dragging? + precision dragging
|
||||
- slider: step option (#1183)
|
||||
- slider style: fill % of the bar instead of positioning a drag.
|
||||
- knob: rotating knob widget (#942)
|
||||
- drag float: power/logarithmic slider and drags are weird. (#1316)
|
||||
- drag float: up/down axis
|
||||
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
|
||||
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
||||
|
||||
- combo: use clipper: make it easier to disable clipper with a single flag.
|
||||
@ -152,9 +180,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- listbox: user may want to initial scroll to focus on the one selected value?
|
||||
- listbox: expose hovered item for a basic ListBox
|
||||
- listbox: keyboard navigation.
|
||||
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
||||
- listbox: scrolling should track modified selection.
|
||||
- listbox: future api should allow to enable horizontal scrolling (#2510)
|
||||
|
||||
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
|
||||
- popups/modal: make modal title bar blink when trying to click outside the modal
|
||||
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497)
|
||||
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
|
||||
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
||||
@ -163,22 +194,23 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
|
||||
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
|
||||
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
|
||||
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed) (#1485)
|
||||
|
||||
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
|
||||
|
||||
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
|
||||
- menus: menu bars inside modals windows are acting weird.
|
||||
- statusbar: add a per-window status bar helper similar to what menubar does.
|
||||
- menus: menu bars inside modal windows are acting weird.
|
||||
- status-bar: add a per-window status bar helper similar to what menu-bar does.
|
||||
- shortcuts: local-style shortcut api, e.g. parse "&Save"
|
||||
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
|
||||
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
||||
- menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
||||
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
||||
|
||||
- text: selectable text (for copy) as a generic feature (ItemFlags?)
|
||||
- text: proper alignment options in imgui_internal.h
|
||||
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
|
||||
- tree node / optimization: avoid formatting when clipped.
|
||||
@ -188,77 +220,98 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||
- stb: add defines to disable stb implementations
|
||||
|
||||
!- style: better default styles. (#707)
|
||||
- style: better default styles. (#707)
|
||||
- style: add a highlighted text color (for headers, etc.)
|
||||
- style: border types: out-screen, in-screen, etc. (#447)
|
||||
- style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
|
||||
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
|
||||
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
|
||||
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
|
||||
- style: global scale setting.
|
||||
- style: FramePadding could be different for up vs down (#584)
|
||||
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
|
||||
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
|
||||
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||
- style editor: color child window height expressed in multiple of line height.
|
||||
|
||||
- log: LogButtons() options for specifying depth and/or hiding depth slider
|
||||
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
|
||||
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
|
||||
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
|
||||
- log: obsolete LogButtons() all together.
|
||||
- log: LogButtons() options for specifying depth and/or hiding depth slider
|
||||
|
||||
- filters: set a current filter that tree node can automatically query to hide themselves
|
||||
- filters: handle wildcards (with implicit leading/trailing *), regexps
|
||||
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
|
||||
- drag and drop: add demo. (#143, #479)
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov
|
||||
- drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
|
||||
- drag and drop: fix/support/options for overlapping drag sources.
|
||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
|
||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
|
||||
- drag and drop: test with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: test integrating with os drag and drop.
|
||||
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
|
||||
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
|
||||
- drag and drop: allow for multiple payload types. (#143)
|
||||
- drag and drop: make payload optional? (#143)
|
||||
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
|
||||
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
|
||||
- node/graph editor (#306)
|
||||
- pie menus patterns (#434)
|
||||
- markup: simple markup language for color change? (#902)
|
||||
|
||||
!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
|
||||
- font: MergeMode: flags to select overwriting or not.
|
||||
- font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
|
||||
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
|
||||
- font: free the Alpha buffer if user only requested RGBA.
|
||||
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
|
||||
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
|
||||
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
|
||||
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
||||
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
||||
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
|
||||
- font: PushFontSize API (#1018)
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
||||
- font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
|
||||
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
|
||||
- font/atlas: add a missing Glyphs.reserve()
|
||||
- font/atlas: incremental updates
|
||||
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
|
||||
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font draw: need to be able to specify wrap start position.
|
||||
- font: imgui_freetype.h alternative renderer (#618)
|
||||
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
|
||||
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font/draw: need to be able to specify wrap start position.
|
||||
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines)
|
||||
- font/draw: underline, squiggle line rendering helpers.
|
||||
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
|
||||
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
|
||||
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
|
||||
- font: fix AddRemapChar() to work before font has been built.
|
||||
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
|
||||
- font: fix AddRemapChar() to work before atlas has been built.
|
||||
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
|
||||
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
|
||||
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
|
||||
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.)
|
||||
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
|
||||
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
|
||||
- nav: patterns to make it possible for arrows key to update selection
|
||||
- nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
||||
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
|
||||
- nav: ESC within a menu of a child window seems to exit the child window.
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
|
||||
- nav: NavFlattened: cannot access menubar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav: menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||
- nav: menus: allow pressing Menu to leave a sub-menu.
|
||||
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||
- nav/menus: allow pressing Menu to leave a sub-menu.
|
||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
|
||||
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
||||
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav: tabs should go through most/all widgets (in submission order?).
|
||||
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
@ -275,34 +328,41 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- inputs: support track pad style scrolling & slider edit.
|
||||
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
|
||||
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
|
||||
- inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO.
|
||||
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
|
||||
|
||||
- misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate.
|
||||
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
|
||||
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
|
||||
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
|
||||
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
|
||||
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
|
||||
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
|
||||
- misc: use more size_t in public api?
|
||||
- misc: ImVector: erase_unsorted() helper
|
||||
- misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions).
|
||||
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
|
||||
- misc: possible compile-time support for wchar_t instead of char*?
|
||||
|
||||
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
||||
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
|
||||
- web/emscriptem: tweak OpenGL renderers to support OpenGL ES. (#1713, #336)
|
||||
- web/emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
|
||||
- remote: make a system like RemoteImGui first-class citizen/project (#75)
|
||||
|
||||
- demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
|
||||
- demo: add drag and drop demo.
|
||||
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
|
||||
- demo: demonstrate using PushStyleVar() in more details.
|
||||
- demo: add vertical separator demo
|
||||
- demo: add virtual scrolling example?
|
||||
- demo: demonstration Plot offset
|
||||
- demo: demonstrate Plot offset
|
||||
- examples: window minimize, maximize (#583)
|
||||
- examples: provide a zero-framerate/idle example.
|
||||
- examples: apple: apple_example should be using modern GL3.
|
||||
- examples: provide a zero frame-rate/idle example.
|
||||
- examples: apple: example_apple should be using modern GL3.
|
||||
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
|
||||
- examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
|
||||
- examples: opengl: could use a single vertex buffer and glBufferSubData for uploads?
|
||||
- examples: opengl: explicitly disable GL_STENCIL_TEST in bindings.
|
||||
- examples: vulkan: viewport: support for synchronized swapping of multiple swap chains.
|
||||
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
|
||||
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
|
||||
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
|
||||
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
|
||||
- optimization: use another hash function than crc32, e.g. FNV1a
|
||||
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
|
||||
- optimization: turn some the various stack vectors into statically-sized arrays
|
46
docs/issue_template.md
Normal file
@ -0,0 +1,46 @@
|
||||
(Click "Preview" to turn any http URL into a clickable link)
|
||||
|
||||
1. PLEASE CAREFULLY READ:
|
||||
https://github.com/ocornut/imgui/issues/2261
|
||||
|
||||
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
|
||||
https://discourse.dearimgui.org
|
||||
|
||||
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
|
||||
|
||||
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
|
||||
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
|
||||
Thank you!
|
||||
|
||||
----
|
||||
|
||||
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
|
||||
|
||||
**Version/Branch of Dear ImGui:**
|
||||
|
||||
Version: XXX
|
||||
Branch: XXX _(master/viewport/docking/etc.)_
|
||||
|
||||
**Back-end/Renderer/Compiler/OS**
|
||||
|
||||
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
|
||||
Compiler: XXX _(if the question is related to building or platform specific features)_
|
||||
Operating System: XXX
|
||||
|
||||
**My Issue/Question:**
|
||||
|
||||
XXX _(please provide as much context as possible)_
|
||||
|
||||
**Screenshots/Video**
|
||||
|
||||
XXX _(you can drag files here)_
|
||||
|
||||
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
|
||||
```
|
||||
// Please do not forget this!
|
||||
ImGui::Begin("Example Bug");
|
||||
MoreCodeToExplainMyIssue();
|
||||
ImGui::End();
|
||||
```
|
6
docs/pull_request_template.md
Normal file
@ -0,0 +1,6 @@
|
||||
(Click "Preview" to turn any http URL into a clickable link)
|
||||
|
||||
PLEASE CAREFULLY READ:
|
||||
https://github.com/ocornut/imgui/issues/2261
|
||||
|
||||
(Clear this template before submitting your PR)
|
26
examples/.gitignore
vendored
@ -1,24 +1,40 @@
|
||||
build/*
|
||||
*/Debug/*
|
||||
*/Release/*
|
||||
*/ipch/*
|
||||
*/x64/*
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.suo
|
||||
*.vcxproj.user
|
||||
*.o
|
||||
*.obj
|
||||
*.exe
|
||||
|
||||
## Visual Studio cruft
|
||||
.vs/*
|
||||
*/ipch/*
|
||||
*.opensdf
|
||||
*.log
|
||||
*.pdb
|
||||
*.ilk
|
||||
*.user
|
||||
*.sdf
|
||||
*.suo
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
## Xcode cruft
|
||||
.DS_Store
|
||||
project.xcworkspace
|
||||
xcuserdata
|
||||
|
||||
## Emscripten output
|
||||
*.o.tmp
|
||||
*.out.js
|
||||
*.out.wasm
|
||||
example_emscripten/example_emscripten.*
|
||||
|
||||
## Unix executables
|
||||
example_glfw_opengl2/example_glfw_opengl2
|
||||
example_glfw_opengl3/example_glfw_opengl3
|
||||
example_glut_opengl2/example_glut_opengl2
|
||||
example_null/example_null
|
||||
example_sdl_opengl2/example_sdl_opengl2
|
||||
example_sdl_opengl3/example_sdl_opengl3
|
||||
|
||||
|
@ -1,6 +1,9 @@
|
||||
---------------------------------------
|
||||
README FIRST
|
||||
---------------------------------------
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.71
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Dear ImGui is highly portable and only requires a few things to run and render:
|
||||
|
||||
@ -24,8 +27,8 @@ This folder contains two things:
|
||||
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
|
||||
They are the in the XXXX_example/ sub-folders.
|
||||
|
||||
You can find binaries of some of those example applications at:
|
||||
http://www.miracleworld.net/imgui/binaries
|
||||
You can find binaries of some of those example applications at:
|
||||
http://www.dearimgui.org/binaries
|
||||
|
||||
|
||||
---------------------------------------
|
||||
@ -34,7 +37,7 @@ You can find binaries of some of those example applications at:
|
||||
|
||||
- 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
|
||||
@ -42,13 +45,13 @@ You can find binaries of some of those example applications at:
|
||||
|
||||
- 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).
|
||||
You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself,
|
||||
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
|
||||
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
|
||||
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
|
||||
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.
|
||||
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 feel that dragging windows feels laggy and you are not sure who to blame: 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.
|
||||
|
||||
|
||||
@ -70,17 +73,17 @@ Most the example bindings are split in 2 parts:
|
||||
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
|
||||
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
|
||||
|
||||
- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
|
||||
- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
|
||||
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
|
||||
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
|
||||
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
|
||||
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
|
||||
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.
|
||||
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.
|
||||
Please consider using the bindings to the lower-level platform/graphics API as-is.
|
||||
|
||||
Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
|
||||
@ -88,33 +91,30 @@ Most the example bindings are split in 2 parts:
|
||||
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
|
||||
works and is bound, you can rewrite the code using your own systems.
|
||||
|
||||
- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
|
||||
seamlessly detached from the main application window. This is achieved using an extra layer to the
|
||||
platform and renderer bindings, which allows imgui to communicate platform-specific requests such as
|
||||
"create an additional OS window", "create a render context", "get the OS position of this window" etc.
|
||||
When using this feature, the coupling with your OS/renderer becomes much tighter than a regular imgui
|
||||
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.
|
||||
See 'ImGuiPlatformIO' for details.
|
||||
- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
|
||||
seamlessly detached from the main application window. This is achieved using an extra layer to the
|
||||
platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
|
||||
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.
|
||||
|
||||
|
||||
List of Platforms Bindings in this repository:
|
||||
|
||||
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
|
||||
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
|
||||
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_win32.cpp ; Windows native API (Windows)
|
||||
imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
|
||||
imgui_impl_win32.cpp ; Win32 native API (Windows)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
|
||||
|
||||
List of Renderer Bindings in this repository:
|
||||
|
||||
imgui_impl_dx9.cpp ; DirectX9
|
||||
imgui_impl_dx10.cpp ; DirectX10
|
||||
imgui_impl_dx11.cpp ; DirectX11
|
||||
imgui_impl_dx12.cpp ; DirectX12
|
||||
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_dx12.cpp ; DirectX12
|
||||
imgui_impl_metal.mm ; Metal (with ObjC)
|
||||
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
|
||||
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
|
||||
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
|
||||
@ -122,13 +122,15 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Note that Dear ImGui works with Emscripten.
|
||||
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
|
||||
Third-party framework, graphics API and languages bindings are listed at:
|
||||
|
||||
https://github.com/ocornut/imgui/wiki/Bindings
|
||||
|
||||
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
|
||||
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
|
||||
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
|
||||
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
|
||||
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
|
||||
Miscellaneous: Software Renderer, RemoteImgui, etc.
|
||||
|
||||
|
||||
@ -137,21 +139,112 @@ Third-party framework, graphics API and languages bindings are listed at:
|
||||
---------------------------------------
|
||||
|
||||
Building:
|
||||
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
|
||||
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
|
||||
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
|
||||
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
|
||||
third party software. For most examples here I choose to provide:
|
||||
- Makefiles for Linux/OSX
|
||||
- Batch files for Visual Studio 2008+
|
||||
- A .sln project file for Visual Studio 2010+
|
||||
- A .sln project file for Visual Studio 2010+
|
||||
- Xcode project files for the Apple examples
|
||||
Please let me know if they don't work with your setup!
|
||||
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
|
||||
directly with a command-line compiler.
|
||||
|
||||
|
||||
example_allegro5/
|
||||
Allegro 5 example.
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
|
||||
example_apple_metal/
|
||||
OSX & iOS + Metal.
|
||||
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
|
||||
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
|
||||
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
|
||||
|
||||
example_apple_opengl2/
|
||||
OSX + OpenGL2.
|
||||
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
|
||||
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
|
||||
|
||||
example_empscripten:
|
||||
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
|
||||
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
|
||||
|
||||
example_glfw_metal/
|
||||
GLFW (Mac) + Metal example.
|
||||
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
|
||||
|
||||
example_glfw_opengl2/
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
example_glfw_opengl3/
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
|
||||
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
|
||||
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
|
||||
|
||||
example_glfw_vulkan/
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
|
||||
example_glut_opengl2/
|
||||
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
|
||||
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
|
||||
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
|
||||
|
||||
example_marmalade/
|
||||
Marmalade example using IwGx.
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
|
||||
example_null
|
||||
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
|
||||
= main.cpp
|
||||
This is used to quickly test compilation of core imgui files in as many setups as possible.
|
||||
Because this application doesn't create a window nor a graphic context, there's no graphics output.
|
||||
|
||||
example_sdl_opengl2/
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
example_sdl_opengl3/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
|
||||
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
|
||||
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
|
||||
|
||||
example_sdl_vulkan/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
|
||||
example_win32_directx9/
|
||||
DirectX9 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
||||
|
||||
example_win32_directx10/
|
||||
DirectX10 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
|
||||
@ -159,69 +252,8 @@ example_win32_directx10/
|
||||
example_win32_directx11/
|
||||
DirectX11 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
|
||||
|
||||
example_win32_directx12/
|
||||
DirectX12 example, Windows only.
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||
|
||||
example_glfw_opengl2/
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline).
|
||||
This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_glfw_opengl3/
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+ example (programmable pipeline, binding modern functions with GL3W).
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
example_glfw_vulkan/
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
|
||||
example_sdl_opengl2/
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||
This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many OpenGL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||
|
||||
example_sdl_opengl3/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+ example.
|
||||
This uses more modern OpenGL calls and custom shaders.
|
||||
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
example_sdl_vulkan/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||
|
||||
example_apple/
|
||||
OSX & iOS example + OpenGL2.
|
||||
THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
|
||||
Consider using the example_glfw_opengl3/ instead.
|
||||
On iOS, Using Synergy to access keyboard/mouse data from server computer.
|
||||
Synergy keyboard integration is rather hacky.
|
||||
|
||||
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
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
|
@ -1,22 +1,32 @@
|
||||
|
||||
# Configuration
|
||||
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
|
||||
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
|
||||
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
|
||||
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Ubuntu 14.04+
|
||||
### On Ubuntu 14.04+
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
### On Windows with Visual Studio's CLI
|
||||
|
||||
You may install Allegro using vcpkg:
|
||||
```
|
||||
git clone https://github.com/Microsoft/vcpkg
|
||||
cd vcpkg
|
||||
.\bootstrap-vcpkg.bat
|
||||
.\vcpkg install allegro5
|
||||
.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
|
||||
```
|
||||
|
||||
Build:
|
||||
```
|
||||
set ALLEGRODIR=path_to_your_allegro5_folder
|
||||
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<RootNamespace>example_allegro5</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -153,6 +158,7 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_allegro5.cpp" />
|
||||
<ClCompile Include="imconfig_allegro5.h" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
|
@ -28,6 +28,9 @@
|
||||
<ClCompile Include="imconfig_allegro5.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
|
@ -1,5 +1,5 @@
|
||||
// ImGui - standalone example application for Allegro 5
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// dear imgui: standalone example application for Allegro 5
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <stdint.h>
|
||||
#include <allegro5/allegro.h>
|
||||
@ -16,26 +16,28 @@ int main(int, char**)
|
||||
al_init_primitives_addon();
|
||||
al_set_new_display_flags(ALLEGRO_RESIZABLE);
|
||||
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
|
||||
al_set_window_title(display, "ImGui Allegro 5 example");
|
||||
al_set_window_title(display, "Dear ImGui Allegro 5 example");
|
||||
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
|
||||
al_register_event_source(queue, al_get_display_event_source(display));
|
||||
al_register_event_source(queue, al_get_keyboard_event_source());
|
||||
al_register_event_source(queue, al_get_mouse_event_source());
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
ImGui_ImplAllegro5_Init(display);
|
||||
|
||||
// Setup style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplAllegro5_Init(display);
|
||||
|
||||
// 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.
|
||||
// - 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
@ -65,7 +67,7 @@ int main(int, char**)
|
||||
while (al_get_next_event(queue, &ev))
|
||||
{
|
||||
ImGui_ImplAllegro5_ProcessEvent(&ev);
|
||||
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
|
||||
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
|
||||
running = false;
|
||||
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
|
||||
{
|
||||
@ -75,47 +77,47 @@ int main(int, char**)
|
||||
}
|
||||
}
|
||||
|
||||
// Start the ImGui frame
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplAllegro5_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (show_demo_window)
|
||||
{
|
||||
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
|
||||
ImGui::Render();
|
||||
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
|
||||
|
3
examples/example_apple/.gitignore
vendored
@ -1,3 +0,0 @@
|
||||
.DS_Store
|
||||
imguiex.xcodeproj/project.xcworkspace/
|
||||
imguiex.xcodeproj/xcuserdata/
|
@ -1,43 +0,0 @@
|
||||
# iOS / OSX example
|
||||
|
||||
## Introduction
|
||||
|
||||
THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
|
||||
|
||||
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
|
||||
|
||||
It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
|
||||
|
||||
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
|
||||
|
||||
## How to Use on iOS
|
||||
|
||||
* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
|
||||
* Run the example app.
|
||||
* Tap the "servername" button in the corner
|
||||
* Enter the name or the IP of your synergy host
|
||||
* If you had previously connected to a server, you may need to kill and re-start the app.
|
||||
|
||||
## How to Build on OSX
|
||||
|
||||
* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
|
||||
* Run the command: `brew install glfw3`
|
||||
* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
|
||||
* Click `Run` button
|
||||
|
||||
## Notes and TODOs
|
||||
|
||||
Things that would be nice but I didn't get around to doing:
|
||||
|
||||
* iOS software keyboard not supported for text inputs
|
||||
* iOS hardware (bluetooth) keyboards not supported
|
||||
* Graceful disconnect/reconnect from uSynergy.
|
||||
* Copy/Paste not well-supported
|
||||
|
||||
## C++ on iOS / OSX
|
||||
|
||||
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
|
||||
|
||||
Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
|
||||
|
||||
In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.
|
@ -1,13 +0,0 @@
|
||||
//
|
||||
// AppDelegate.h
|
||||
// imguiex
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
|
||||
@interface AppDelegate : UIResponder <UIApplicationDelegate>
|
||||
|
||||
@property (strong, nonatomic) UIWindow *window;
|
||||
|
||||
|
||||
@end
|
||||
|
@ -1,41 +0,0 @@
|
||||
//
|
||||
// AppDelegate.m
|
||||
// imguiex
|
||||
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@interface AppDelegate ()
|
||||
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
|
||||
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
|
||||
// Override point for customization after application launch.
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (void)applicationWillResignActive:(UIApplication *)application {
|
||||
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
|
||||
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
|
||||
}
|
||||
|
||||
- (void)applicationDidEnterBackground:(UIApplication *)application {
|
||||
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
|
||||
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
|
||||
}
|
||||
|
||||
- (void)applicationWillEnterForeground:(UIApplication *)application {
|
||||
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
|
||||
}
|
||||
|
||||
- (void)applicationDidBecomeActive:(UIApplication *)application {
|
||||
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
|
||||
}
|
||||
|
||||
- (void)applicationWillTerminate:(UIApplication *)application {
|
||||
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
|
||||
}
|
||||
|
||||
@end
|
@ -1,32 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<document type="com.apple.InterfaceBuilder3.CocoaTouch.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES">
|
||||
<dependencies>
|
||||
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
|
||||
<capability name="Constraints with non-1.0 multipliers" minToolsVersion="5.1"/>
|
||||
</dependencies>
|
||||
<objects>
|
||||
<placeholder placeholderIdentifier="IBFilesOwner" id="-1" userLabel="File's Owner"/>
|
||||
<placeholder placeholderIdentifier="IBFirstResponder" id="-2" customClass="UIResponder"/>
|
||||
<view contentMode="scaleToFill" id="iN0-l3-epB">
|
||||
<rect key="frame" x="0.0" y="0.0" width="480" height="480"/>
|
||||
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
|
||||
<subviews>
|
||||
<label opaque="NO" clipsSubviews="YES" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="imguiex" textAlignment="center" lineBreakMode="middleTruncation" baselineAdjustment="alignBaselines" minimumFontSize="18" translatesAutoresizingMaskIntoConstraints="NO" id="kId-c2-rCX">
|
||||
<rect key="frame" x="20" y="140" width="441" height="43"/>
|
||||
<fontDescription key="fontDescription" type="boldSystem" pointSize="36"/>
|
||||
<color key="textColor" cocoaTouchSystemColor="darkTextColor"/>
|
||||
<nil key="highlightedColor"/>
|
||||
</label>
|
||||
</subviews>
|
||||
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
|
||||
<constraints>
|
||||
<constraint firstItem="kId-c2-rCX" firstAttribute="centerY" secondItem="iN0-l3-epB" secondAttribute="bottom" multiplier="1/3" constant="1" id="5cJ-9S-tgC"/>
|
||||
<constraint firstAttribute="centerX" secondItem="kId-c2-rCX" secondAttribute="centerX" id="Koa-jz-hwk"/>
|
||||
<constraint firstItem="kId-c2-rCX" firstAttribute="leading" secondItem="iN0-l3-epB" secondAttribute="leading" constant="20" symbolic="YES" id="fvb-Df-36g"/>
|
||||
</constraints>
|
||||
<nil key="simulatedStatusBarMetrics"/>
|
||||
<freeformSimulatedSizeMetrics key="simulatedDestinationMetrics"/>
|
||||
<point key="canvasLocation" x="548" y="455"/>
|
||||
</view>
|
||||
</objects>
|
||||
</document>
|
@ -1,44 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" initialViewController="BV1-FR-VrT">
|
||||
<dependencies>
|
||||
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
|
||||
<capability name="Constraints to layout margins" minToolsVersion="6.0"/>
|
||||
</dependencies>
|
||||
<scenes>
|
||||
<!--Game View Controller-->
|
||||
<scene sceneID="tXr-a1-R10">
|
||||
<objects>
|
||||
<viewController id="BV1-FR-VrT" customClass="GameViewController" sceneMemberID="viewController">
|
||||
<layoutGuides>
|
||||
<viewControllerLayoutGuide type="top" id="8aa-yV-Osq"/>
|
||||
<viewControllerLayoutGuide type="bottom" id="qHh-Mt-9TT"/>
|
||||
</layoutGuides>
|
||||
<view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="GLKView">
|
||||
<rect key="frame" x="0.0" y="0.0" width="600" height="600"/>
|
||||
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
|
||||
<subviews>
|
||||
<button opaque="NO" contentMode="scaleToFill" misplaced="YES" contentHorizontalAlignment="left" contentVerticalAlignment="center" buttonType="roundedRect" lineBreakMode="middleTruncation" translatesAutoresizingMaskIntoConstraints="NO" id="piS-r7-VWh">
|
||||
<rect key="frame" x="16" y="550" width="136" height="30"/>
|
||||
<state key="normal" title="servername">
|
||||
<color key="titleShadowColor" white="0.5" alpha="1" colorSpace="calibratedWhite"/>
|
||||
</state>
|
||||
<connections>
|
||||
<action selector="onServernameTapped:" destination="BV1-FR-VrT" eventType="touchUpInside" id="9sO-yv-0be"/>
|
||||
</connections>
|
||||
</button>
|
||||
</subviews>
|
||||
<color key="backgroundColor" white="0.0" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
|
||||
<constraints>
|
||||
<constraint firstItem="qHh-Mt-9TT" firstAttribute="top" secondItem="piS-r7-VWh" secondAttribute="bottom" constant="20" id="JxW-fj-qni"/>
|
||||
<constraint firstItem="piS-r7-VWh" firstAttribute="leading" secondItem="3se-qz-xqx" secondAttribute="leadingMargin" constant="20" id="w5q-gx-tJj"/>
|
||||
</constraints>
|
||||
</view>
|
||||
<connections>
|
||||
<outlet property="btnServername" destination="piS-r7-VWh" id="9iV-ef-l6M"/>
|
||||
</connections>
|
||||
</viewController>
|
||||
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
|
||||
</objects>
|
||||
</scene>
|
||||
</scenes>
|
||||
</document>
|
@ -1,12 +0,0 @@
|
||||
//
|
||||
// GameViewController.h
|
||||
// imguiex
|
||||
|
||||
// This is the OpenGL Example template from XCode, modified to support ImGui
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
#import <GLKit/GLKit.h>
|
||||
|
||||
@interface GameViewController : GLKViewController
|
||||
|
||||
@end
|
@ -1,472 +0,0 @@
|
||||
//
|
||||
// GameViewController.m
|
||||
// imguiex
|
||||
//
|
||||
#import "GameViewController.h"
|
||||
#import <OpenGLES/ES2/glext.h>
|
||||
|
||||
#import "imgui_impl_ios.h"
|
||||
#import "debug_hud.h"
|
||||
|
||||
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
|
||||
#define SERVERNAME_KEY @"ServerName"
|
||||
#define SERVERNAME_ALERT_TAG 10
|
||||
|
||||
// Uniform index.
|
||||
enum
|
||||
{
|
||||
UNIFORM_MODELVIEWPROJECTION_MATRIX,
|
||||
UNIFORM_NORMAL_MATRIX,
|
||||
UNIFORM_DIFFUSE_COLOR,
|
||||
UNIFORM_COUNT_
|
||||
};
|
||||
static GLint uniforms[UNIFORM_COUNT_];
|
||||
|
||||
// Attribute index.
|
||||
enum
|
||||
{
|
||||
ATTRIB_VERTEX,
|
||||
ATTRIB_NORMAL,
|
||||
ATTRIB_COUNT_
|
||||
};
|
||||
|
||||
static const GLfloat gCubeVertexData[216] =
|
||||
{
|
||||
// Data layout for each line below is:
|
||||
// pos x/y/z, normal x/y/z,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
|
||||
};
|
||||
|
||||
@interface GameViewController () <UIAlertViewDelegate>
|
||||
{
|
||||
GLuint _program;
|
||||
GLKMatrix4 _modelViewProjectionMatrix;
|
||||
GLKMatrix3 _normalMatrix;
|
||||
float _rotation;
|
||||
GLuint _vertexArray;
|
||||
GLuint _vertexBuffer;
|
||||
DebugHUD _hud;
|
||||
}
|
||||
@property (strong, nonatomic) EAGLContext* context;
|
||||
@property (strong, nonatomic) GLKBaseEffect* effect;
|
||||
@property (strong, nonatomic) ImGuiHelper* imgui;
|
||||
@property (weak, nonatomic) IBOutlet UIButton* btnServername;
|
||||
@property (strong, nonatomic) NSString* serverName;
|
||||
|
||||
- (IBAction)onServernameTapped:(id)sender;
|
||||
|
||||
- (void)setupGL;
|
||||
- (void)tearDownGL;
|
||||
|
||||
- (BOOL)loadShaders;
|
||||
- (BOOL)compileShader:(GLuint*)shader type:(GLenum)type file:(NSString*)file;
|
||||
- (BOOL)linkProgram:(GLuint)prog;
|
||||
- (BOOL)validateProgram:(GLuint)prog;
|
||||
@end
|
||||
|
||||
@implementation GameViewController
|
||||
|
||||
- (void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
|
||||
|
||||
if (!self.context)
|
||||
NSLog(@"Failed to create ES context");
|
||||
|
||||
GLKView *view = (GLKView *)self.view;
|
||||
view.context = self.context;
|
||||
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
|
||||
|
||||
[self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
|
||||
|
||||
[self setupGL];
|
||||
|
||||
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
|
||||
self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
|
||||
self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
|
||||
if (self.serverName)
|
||||
{
|
||||
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
|
||||
[self.imgui connectServer: self.serverName ];
|
||||
}
|
||||
|
||||
DebugHUD_InitDefaults(&_hud);
|
||||
}
|
||||
|
||||
- (void)dealloc
|
||||
{
|
||||
[self tearDownGL];
|
||||
|
||||
if ([EAGLContext currentContext] == self.context)
|
||||
[EAGLContext setCurrentContext:nil];
|
||||
}
|
||||
|
||||
- (void)didReceiveMemoryWarning
|
||||
{
|
||||
[super didReceiveMemoryWarning];
|
||||
|
||||
if ([self isViewLoaded] && ([[self view] window] == nil))
|
||||
{
|
||||
self.view = nil;
|
||||
|
||||
[self tearDownGL];
|
||||
|
||||
if ([EAGLContext currentContext] == self.context)
|
||||
[EAGLContext setCurrentContext:nil];
|
||||
self.context = nil;
|
||||
}
|
||||
|
||||
// Dispose of any resources that can be recreated.
|
||||
}
|
||||
|
||||
|
||||
- (BOOL)prefersStatusBarHidden
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (IBAction)onServernameTapped:(id)sender
|
||||
{
|
||||
UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
|
||||
alert.alertViewStyle = UIAlertViewStylePlainTextInput;
|
||||
alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
|
||||
[alert show];
|
||||
}
|
||||
|
||||
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
|
||||
{
|
||||
if ((buttonIndex==0) && (alertView.tag == SERVERNAME_ALERT_TAG))
|
||||
{
|
||||
// This is really janky. I usually just hardcode the servername since I'm building it anyway.
|
||||
// If you want to properly handle updating the server, you'll want to tear down and recreate
|
||||
// the usynergy stuff in connectServer
|
||||
BOOL serverNameWasSet = self.serverName.length > 0;
|
||||
NSString *serverName = [[alertView textFieldAtIndex:0] text];
|
||||
|
||||
if ([serverName length] > 0)
|
||||
{
|
||||
self.serverName = serverName;
|
||||
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
|
||||
[userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
|
||||
[userDefaults synchronize];
|
||||
|
||||
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
|
||||
|
||||
// If we hadn't previously connected, try now
|
||||
if (!serverNameWasSet)
|
||||
{
|
||||
[self.imgui connectServer:self.serverName];
|
||||
}
|
||||
else
|
||||
{
|
||||
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
|
||||
message:@"Restart the app to connect the server"
|
||||
delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
|
||||
[alert show];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (void)setupGL
|
||||
{
|
||||
[EAGLContext setCurrentContext:self.context];
|
||||
|
||||
[self loadShaders];
|
||||
|
||||
self.effect = [[GLKBaseEffect alloc] init];
|
||||
self.effect.light0.enabled = GL_TRUE;
|
||||
self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glGenVertexArraysOES(1, &_vertexArray);
|
||||
glBindVertexArrayOES(_vertexArray);
|
||||
|
||||
glGenBuffers(1, &_vertexBuffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(GLKVertexAttribPosition);
|
||||
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
|
||||
glEnableVertexAttribArray(GLKVertexAttribNormal);
|
||||
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
|
||||
|
||||
glBindVertexArrayOES(0);
|
||||
}
|
||||
|
||||
- (void)tearDownGL
|
||||
{
|
||||
[EAGLContext setCurrentContext:self.context];
|
||||
|
||||
glDeleteBuffers(1, &_vertexBuffer);
|
||||
glDeleteVertexArraysOES(1, &_vertexArray);
|
||||
|
||||
self.effect = nil;
|
||||
|
||||
if (_program)
|
||||
{
|
||||
glDeleteProgram(_program);
|
||||
_program = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#pragma mark - GLKView and GLKViewController delegate methods
|
||||
|
||||
- (void)update
|
||||
{
|
||||
float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
|
||||
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
|
||||
|
||||
self.effect.transform.projectionMatrix = projectionMatrix;
|
||||
|
||||
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
|
||||
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
// Compute the model view matrix for the object rendered with GLKit
|
||||
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
|
||||
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
|
||||
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
|
||||
|
||||
self.effect.transform.modelviewMatrix = modelViewMatrix;
|
||||
|
||||
// Compute the model view matrix for the object rendered with ES2
|
||||
modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
|
||||
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
|
||||
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
|
||||
|
||||
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
|
||||
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
|
||||
_rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
|
||||
}
|
||||
|
||||
|
||||
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
|
||||
{
|
||||
// Start the dear imgui frame
|
||||
[self.imgui newFrame];
|
||||
|
||||
// Create some UI elements
|
||||
DebugHUD_DoInterface( &_hud );
|
||||
|
||||
// Render
|
||||
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindVertexArrayOES(_vertexArray);
|
||||
|
||||
// Render the object with GLKit
|
||||
[self.effect prepareToDraw];
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
// Render the object again with ES2
|
||||
glUseProgram(_program);
|
||||
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
|
||||
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
|
||||
glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
|
||||
|
||||
// Render dear imgui as the last thing in the frame if possible
|
||||
[self.imgui render];
|
||||
}
|
||||
|
||||
#pragma mark - OpenGL ES 2 shader compilation
|
||||
|
||||
- (BOOL)loadShaders
|
||||
{
|
||||
GLuint vertShader, fragShader;
|
||||
NSString *vertShaderPathname, *fragShaderPathname;
|
||||
|
||||
// Create shader program.
|
||||
_program = glCreateProgram();
|
||||
|
||||
// Create and compile vertex shader.
|
||||
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
|
||||
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
|
||||
NSLog(@"Failed to compile vertex shader");
|
||||
return NO;
|
||||
}
|
||||
|
||||
// Create and compile fragment shader.
|
||||
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
|
||||
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
|
||||
NSLog(@"Failed to compile fragment shader");
|
||||
return NO;
|
||||
}
|
||||
|
||||
// Attach vertex shader to program.
|
||||
glAttachShader(_program, vertShader);
|
||||
|
||||
// Attach fragment shader to program.
|
||||
glAttachShader(_program, fragShader);
|
||||
|
||||
// Bind attribute locations.
|
||||
// This needs to be done prior to linking.
|
||||
glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
|
||||
glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
|
||||
|
||||
// Link program.
|
||||
if (![self linkProgram:_program])
|
||||
{
|
||||
NSLog(@"Failed to link program: %d", _program);
|
||||
|
||||
if (vertShader) {
|
||||
glDeleteShader(vertShader);
|
||||
vertShader = 0;
|
||||
}
|
||||
if (fragShader) {
|
||||
glDeleteShader(fragShader);
|
||||
fragShader = 0;
|
||||
}
|
||||
if (_program) {
|
||||
glDeleteProgram(_program);
|
||||
_program = 0;
|
||||
}
|
||||
|
||||
return NO;
|
||||
}
|
||||
|
||||
// Get uniform locations.
|
||||
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
|
||||
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
|
||||
uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
|
||||
|
||||
// Release vertex and fragment shaders.
|
||||
if (vertShader)
|
||||
{
|
||||
glDetachShader(_program, vertShader);
|
||||
glDeleteShader(vertShader);
|
||||
}
|
||||
if (fragShader)
|
||||
{
|
||||
glDetachShader(_program, fragShader);
|
||||
glDeleteShader(fragShader);
|
||||
}
|
||||
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
|
||||
{
|
||||
GLint status;
|
||||
const GLchar *source;
|
||||
|
||||
source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
|
||||
if (!source)
|
||||
{
|
||||
NSLog(@"Failed to load vertex shader");
|
||||
return NO;
|
||||
}
|
||||
|
||||
*shader = glCreateShader(type);
|
||||
glShaderSource(*shader, 1, &source, NULL);
|
||||
glCompileShader(*shader);
|
||||
|
||||
#if defined(DEBUG)
|
||||
GLint logLength;
|
||||
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
glGetShaderInfoLog(*shader, logLength, &logLength, log);
|
||||
NSLog(@"Shader compile log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
#endif
|
||||
|
||||
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
|
||||
if (status == 0)
|
||||
{
|
||||
glDeleteShader(*shader);
|
||||
return NO;
|
||||
}
|
||||
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (BOOL)linkProgram:(GLuint)prog
|
||||
{
|
||||
GLint status;
|
||||
glLinkProgram(prog);
|
||||
|
||||
#if defined(DEBUG)
|
||||
GLint logLength;
|
||||
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0)
|
||||
{
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
glGetProgramInfoLog(prog, logLength, &logLength, log);
|
||||
NSLog(@"Program link log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
#endif
|
||||
|
||||
glGetProgramiv(prog, GL_LINK_STATUS, &status);
|
||||
if (status == 0)
|
||||
return NO;
|
||||
return YES;
|
||||
}
|
||||
|
||||
- (BOOL)validateProgram:(GLuint)prog
|
||||
{
|
||||
GLint logLength, status;
|
||||
|
||||
glValidateProgram(prog);
|
||||
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
glGetProgramInfoLog(prog, logLength, &logLength, log);
|
||||
NSLog(@"Program validate log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
|
||||
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
|
||||
if (status == 0)
|
||||
return NO;
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
@ -1,77 +0,0 @@
|
||||
{
|
||||
"images" : [
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "29x29",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "29x29",
|
||||
"scale" : "3x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "40x40",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "iphone",
|
||||
"size" : "40x40",
|
||||
"scale" : "3x"
|
||||
},
|
||||
{
|
||||
"size" : "60x60",
|
||||
"idiom" : "iphone",
|
||||
"filename" : "icon_imgui_60@2x~iphone.png",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"size" : "60x60",
|
||||
"idiom" : "iphone",
|
||||
"filename" : "icon_imgui_60@3x~iphone.png",
|
||||
"scale" : "3x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "29x29",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "29x29",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "40x40",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "40x40",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"size" : "76x76",
|
||||
"idiom" : "ipad",
|
||||
"filename" : "icon_imgui_76~ipad.png",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"size" : "76x76",
|
||||
"idiom" : "ipad",
|
||||
"filename" : "icon_imgui_76@2x~ipad.png",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "ipad",
|
||||
"size" : "83.5x83.5",
|
||||
"scale" : "2x"
|
||||
}
|
||||
],
|
||||
"info" : {
|
||||
"version" : 1,
|
||||
"author" : "xcode"
|
||||
}
|
||||
}
|
Before Width: | Height: | Size: 3.9 KiB |
Before Width: | Height: | Size: 5.8 KiB |
Before Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 2.5 KiB |
@ -1,10 +0,0 @@
|
||||
//
|
||||
// Shader.fsh
|
||||
// imguiex
|
||||
|
||||
varying lowp vec4 colorVarying;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = colorVarying;
|
||||
}
|
@ -1,25 +0,0 @@
|
||||
//
|
||||
// Shader.vsh
|
||||
// imguiex
|
||||
|
||||
attribute vec4 position;
|
||||
attribute vec3 normal;
|
||||
|
||||
varying lowp vec4 colorVarying;
|
||||
|
||||
uniform vec3 diffuseColor;
|
||||
uniform mat4 modelViewProjectionMatrix;
|
||||
uniform mat3 normalMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 eyeNormal = normalize(normalMatrix * normal);
|
||||
vec3 lightPosition = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
|
||||
|
||||
vec3 colorLit = diffuseColor * nDotVP;
|
||||
colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
|
||||
|
||||
gl_Position = modelViewProjectionMatrix * position;
|
||||
}
|
@ -1,73 +0,0 @@
|
||||
//
|
||||
// debug_hud.cpp
|
||||
// imguiex
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#include "debug_hud.h"
|
||||
#include "imgui.h"
|
||||
|
||||
void DebugHUD_InitDefaults( DebugHUD *hud )
|
||||
{
|
||||
hud->show_demo_window = true;
|
||||
hud->show_another_window = true;
|
||||
hud->rotation_speed = 15.0f;
|
||||
|
||||
hud->cubeColor1[0] = 0.4f;
|
||||
hud->cubeColor1[1] = 0.4f;
|
||||
hud->cubeColor1[2] = 1.0f;
|
||||
hud->cubeColor1[3] = 1.0f;
|
||||
|
||||
hud->cubeColor2[0] = 1.0f;
|
||||
hud->cubeColor2[1] = 0.4f;
|
||||
hud->cubeColor2[2] = 0.4f;
|
||||
hud->cubeColor2[3] = 1.0f;
|
||||
|
||||
hud->clearColor[0] = 0.45f;
|
||||
hud->clearColor[1] = 0.55f;
|
||||
hud->clearColor[2] = 0.60f;
|
||||
hud->clearColor[3] = 1.00f;
|
||||
}
|
||||
|
||||
void DebugHUD_DoInterface(DebugHUD *hud)
|
||||
{
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Checkbox("Another Window", &hud->show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
if (hud->show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &hud->show_another_window);
|
||||
ImGui::Text("Hello from another window!");
|
||||
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
|
||||
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
|
||||
ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
|
||||
if (ImGui::Button("Close Me"))
|
||||
hud->show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (hud->show_demo_window)
|
||||
{
|
||||
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(&hud->show_demo_window);
|
||||
}
|
||||
}
|
@ -1,26 +0,0 @@
|
||||
//
|
||||
// debug_hud.h
|
||||
// imguiex
|
||||
|
||||
#pragma once
|
||||
|
||||
typedef struct DebugHUD
|
||||
{
|
||||
bool show_demo_window;
|
||||
bool show_another_window;
|
||||
float rotation_speed;
|
||||
float cubeColor1[4];
|
||||
float cubeColor2[4];
|
||||
float clearColor[4];
|
||||
} DebugHUD;
|
||||
|
||||
#if __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
void DebugHUD_InitDefaults(DebugHUD *hud);
|
||||
void DebugHUD_DoInterface(DebugHUD *hud);
|
||||
|
||||
#if __cplusplus
|
||||
}
|
||||
#endif
|
Before Width: | Height: | Size: 12 KiB |
@ -1,22 +0,0 @@
|
||||
// ImGui iOS+OpenGL+Synergy binding
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
|
||||
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
|
||||
|
||||
// by Joel Davis (joeld42@gmail.com)
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <Foundation/Foundation.h>
|
||||
#include <UIKit/UIKit.h>
|
||||
|
||||
@interface ImGuiHelper : NSObject
|
||||
|
||||
- (id) initWithView: (UIView *)view;
|
||||
|
||||
- (void)connectServer: (NSString*)serverName;
|
||||
|
||||
- (void)render;
|
||||
- (void)newFrame;
|
||||
|
||||
@end
|
@ -1,803 +0,0 @@
|
||||
// ImGui iOS+OpenGL+Synergy binding
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
|
||||
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
|
||||
|
||||
// TODO:
|
||||
// - Clipboard is not supported.
|
||||
|
||||
#import <OpenGLES/ES3/gl.h>
|
||||
#import <OpenGLES/ES3/glext.h>
|
||||
|
||||
#include <sys/time.h>
|
||||
#include <sys/types.h>
|
||||
#include <sys/socket.h>
|
||||
#include <netdb.h>
|
||||
|
||||
#include "imgui_impl_ios.h"
|
||||
#include "imgui.h"
|
||||
|
||||
#include "uSynergy.h"
|
||||
|
||||
// From Carbon HIToolbox/Events.h
|
||||
// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
|
||||
enum {
|
||||
kVK_ANSI_A = 0x00,
|
||||
kVK_ANSI_S = 0x01,
|
||||
kVK_ANSI_D = 0x02,
|
||||
kVK_ANSI_F = 0x03,
|
||||
kVK_ANSI_H = 0x04,
|
||||
kVK_ANSI_G = 0x05,
|
||||
kVK_ANSI_Z = 0x06,
|
||||
kVK_ANSI_X = 0x07,
|
||||
kVK_ANSI_C = 0x08,
|
||||
kVK_ANSI_V = 0x09,
|
||||
kVK_ANSI_B = 0x0B,
|
||||
kVK_ANSI_Q = 0x0C,
|
||||
kVK_ANSI_W = 0x0D,
|
||||
kVK_ANSI_E = 0x0E,
|
||||
kVK_ANSI_R = 0x0F,
|
||||
kVK_ANSI_Y = 0x10,
|
||||
kVK_ANSI_T = 0x11,
|
||||
kVK_ANSI_1 = 0x12,
|
||||
kVK_ANSI_2 = 0x13,
|
||||
kVK_ANSI_3 = 0x14,
|
||||
kVK_ANSI_4 = 0x15,
|
||||
kVK_ANSI_6 = 0x16,
|
||||
kVK_ANSI_5 = 0x17,
|
||||
kVK_ANSI_Equal = 0x18,
|
||||
kVK_ANSI_9 = 0x19,
|
||||
kVK_ANSI_7 = 0x1A,
|
||||
kVK_ANSI_Minus = 0x1B,
|
||||
kVK_ANSI_8 = 0x1C,
|
||||
kVK_ANSI_0 = 0x1D,
|
||||
kVK_ANSI_RightBracket = 0x1E,
|
||||
kVK_ANSI_O = 0x1F,
|
||||
kVK_ANSI_U = 0x20,
|
||||
kVK_ANSI_LeftBracket = 0x21,
|
||||
kVK_ANSI_I = 0x22,
|
||||
kVK_ANSI_P = 0x23,
|
||||
kVK_ANSI_L = 0x25,
|
||||
kVK_ANSI_J = 0x26,
|
||||
kVK_ANSI_Quote = 0x27,
|
||||
kVK_ANSI_K = 0x28,
|
||||
kVK_ANSI_Semicolon = 0x29,
|
||||
kVK_ANSI_Backslash = 0x2A,
|
||||
kVK_ANSI_Comma = 0x2B,
|
||||
kVK_ANSI_Slash = 0x2C,
|
||||
kVK_ANSI_N = 0x2D,
|
||||
kVK_ANSI_M = 0x2E,
|
||||
kVK_ANSI_Period = 0x2F,
|
||||
kVK_ANSI_Grave = 0x32,
|
||||
kVK_ANSI_KeypadDecimal = 0x41,
|
||||
kVK_ANSI_KeypadMultiply = 0x43,
|
||||
kVK_ANSI_KeypadPlus = 0x45,
|
||||
kVK_ANSI_KeypadClear = 0x47,
|
||||
kVK_ANSI_KeypadDivide = 0x4B,
|
||||
kVK_ANSI_KeypadEnter = 0x4C,
|
||||
kVK_ANSI_KeypadMinus = 0x4E,
|
||||
kVK_ANSI_KeypadEquals = 0x51,
|
||||
kVK_ANSI_Keypad0 = 0x52,
|
||||
kVK_ANSI_Keypad1 = 0x53,
|
||||
kVK_ANSI_Keypad2 = 0x54,
|
||||
kVK_ANSI_Keypad3 = 0x55,
|
||||
kVK_ANSI_Keypad4 = 0x56,
|
||||
kVK_ANSI_Keypad5 = 0x57,
|
||||
kVK_ANSI_Keypad6 = 0x58,
|
||||
kVK_ANSI_Keypad7 = 0x59,
|
||||
kVK_ANSI_Keypad8 = 0x5B,
|
||||
kVK_ANSI_Keypad9 = 0x5C
|
||||
};
|
||||
|
||||
/* keycodes for keys that are independent of keyboard layout*/
|
||||
enum {
|
||||
kVK_Return = 0x24,
|
||||
kVK_Tab = 0x30,
|
||||
kVK_Space = 0x31,
|
||||
kVK_Delete = 0x33,
|
||||
kVK_Escape = 0x35,
|
||||
kVK_Command = 0x37,
|
||||
kVK_Shift = 0x38,
|
||||
kVK_CapsLock = 0x39,
|
||||
kVK_Option = 0x3A,
|
||||
kVK_Control = 0x3B,
|
||||
kVK_RightShift = 0x3C,
|
||||
kVK_RightOption = 0x3D,
|
||||
kVK_RightControl = 0x3E,
|
||||
kVK_Function = 0x3F,
|
||||
kVK_F17 = 0x40,
|
||||
kVK_VolumeUp = 0x48,
|
||||
kVK_VolumeDown = 0x49,
|
||||
kVK_Mute = 0x4A,
|
||||
kVK_F18 = 0x4F,
|
||||
kVK_F19 = 0x50,
|
||||
kVK_F20 = 0x5A,
|
||||
kVK_F5 = 0x60,
|
||||
kVK_F6 = 0x61,
|
||||
kVK_F7 = 0x62,
|
||||
kVK_F3 = 0x63,
|
||||
kVK_F8 = 0x64,
|
||||
kVK_F9 = 0x65,
|
||||
kVK_F11 = 0x67,
|
||||
kVK_F13 = 0x69,
|
||||
kVK_F16 = 0x6A,
|
||||
kVK_F14 = 0x6B,
|
||||
kVK_F10 = 0x6D,
|
||||
kVK_F12 = 0x6F,
|
||||
kVK_F15 = 0x71,
|
||||
kVK_Help = 0x72,
|
||||
kVK_Home = 0x73,
|
||||
kVK_PageUp = 0x74,
|
||||
kVK_ForwardDelete = 0x75,
|
||||
kVK_F4 = 0x76,
|
||||
kVK_End = 0x77,
|
||||
kVK_F2 = 0x78,
|
||||
kVK_PageDown = 0x79,
|
||||
kVK_F1 = 0x7A,
|
||||
kVK_LeftArrow = 0x7B,
|
||||
kVK_RightArrow = 0x7C,
|
||||
kVK_DownArrow = 0x7D,
|
||||
kVK_UpArrow = 0x7E
|
||||
};
|
||||
|
||||
static char g_keycodeCharUnshifted[256] = {};
|
||||
static char g_keycodeCharShifted[256] = {};
|
||||
|
||||
//static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_mouseWheelX = 0.0f;
|
||||
static float g_mouseWheelY = 0.0f;
|
||||
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static size_t g_VboSize = 0;
|
||||
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
|
||||
static float g_displayScale;
|
||||
|
||||
static int usynergy_sockfd;
|
||||
static bool g_synergyPtrActive = false;
|
||||
static uint16_t g_mousePosX = 0;
|
||||
static uint16_t g_mousePosY = 0;
|
||||
|
||||
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
|
||||
bool ImGui_ImplIOS_CreateDeviceObjects();
|
||||
|
||||
static NSString *g_serverName;
|
||||
|
||||
uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
|
||||
{
|
||||
// NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
|
||||
// uSynergy does not support SSL.
|
||||
|
||||
NSLog( @"Connect Func!");
|
||||
struct addrinfo hints, *res;
|
||||
|
||||
// first, load up address structs with getaddrinfo():
|
||||
memset(&hints, 0, sizeof hints);
|
||||
hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
|
||||
hints.ai_socktype = SOCK_STREAM;
|
||||
|
||||
// get server address
|
||||
getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
|
||||
|
||||
if (!res)
|
||||
{
|
||||
NSLog( @"Could not find server: %@", g_serverName );
|
||||
return USYNERGY_FALSE;
|
||||
}
|
||||
|
||||
// make a socket:
|
||||
usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
|
||||
|
||||
// connect it to the address and port we passed in to getaddrinfo():
|
||||
int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
|
||||
if (!ret) {
|
||||
NSLog( @"Connect succeeded...");
|
||||
} else {
|
||||
NSLog( @"Connect failed, %d", ret );
|
||||
}
|
||||
|
||||
|
||||
return USYNERGY_TRUE;
|
||||
}
|
||||
|
||||
uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
|
||||
{
|
||||
// NSLog( @"Send Func" );
|
||||
send( usynergy_sockfd, buffer, length, 0 );
|
||||
|
||||
return USYNERGY_TRUE;
|
||||
}
|
||||
|
||||
uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
|
||||
{
|
||||
*outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
|
||||
|
||||
return USYNERGY_TRUE;
|
||||
}
|
||||
|
||||
void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
|
||||
{
|
||||
usleep( timeMs * 1000 );
|
||||
}
|
||||
|
||||
uint32_t ImGui_GetTimeFunc()
|
||||
{
|
||||
struct timeval tv;
|
||||
gettimeofday(&tv, NULL);
|
||||
|
||||
return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
|
||||
}
|
||||
|
||||
void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
|
||||
{
|
||||
puts(text);
|
||||
}
|
||||
|
||||
void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
|
||||
{
|
||||
g_synergyPtrActive = active;
|
||||
// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
|
||||
}
|
||||
|
||||
void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
|
||||
uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
|
||||
{
|
||||
// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
|
||||
uSynergyContext *ctx = (uSynergyContext*)cookie;
|
||||
g_mousePosX = x;
|
||||
g_mousePosY = y;
|
||||
g_mouseWheelX = wheelX;
|
||||
g_mouseWheelY = wheelY;
|
||||
g_MousePressed[0] = buttonLeft;
|
||||
g_MousePressed[1] = buttonMiddle;
|
||||
g_MousePressed[2] = buttonRight;
|
||||
|
||||
ctx->m_mouseWheelX = 0;
|
||||
ctx->m_mouseWheelY = 0;
|
||||
}
|
||||
|
||||
void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
|
||||
uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
|
||||
{
|
||||
int scanCode = key-1;
|
||||
// printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeysDown[key] = down;
|
||||
io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
|
||||
io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
|
||||
io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
|
||||
io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
|
||||
|
||||
// Add this as keyboard input
|
||||
if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
|
||||
{
|
||||
// If this key maps to a character input, apply it
|
||||
int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
|
||||
io.AddInputCharacter((unsigned short)charForKeycode);
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
|
||||
{
|
||||
printf("Synergy: joystick callback TODO\n");
|
||||
}
|
||||
|
||||
void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
|
||||
{
|
||||
printf("Synergy: clipboard callback TODO\n" );
|
||||
}
|
||||
|
||||
@interface ImGuiHelper ()
|
||||
{
|
||||
BOOL _mouseDown;
|
||||
BOOL _mouseTapped;
|
||||
CGPoint _touchPos;
|
||||
|
||||
uSynergyContext _synergyCtx;
|
||||
dispatch_queue_t _synergyQueue;
|
||||
}
|
||||
@property (nonatomic, weak) UIView *view;
|
||||
@property (nonatomic, strong) NSString *serverName;
|
||||
|
||||
@end
|
||||
|
||||
@implementation ImGuiHelper
|
||||
|
||||
- (id) initWithView: (UIView *)view
|
||||
{
|
||||
self = [super init];
|
||||
if (self)
|
||||
{
|
||||
self.view = view;
|
||||
|
||||
[self setupImGuiHooks];
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)setupKeymaps
|
||||
{
|
||||
// The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
|
||||
// but this was the best I could come up with. There are some device independent API's available
|
||||
// to convert scan codes to unicode characters, but these are only available on mac and not
|
||||
// on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
|
||||
// this or any way to get the character codes out of usynergy.
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
|
||||
g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
|
||||
g_keycodeCharUnshifted[ kVK_Space ]=' ';
|
||||
|
||||
g_keycodeCharShifted[ kVK_ANSI_A ]='A';
|
||||
g_keycodeCharShifted[ kVK_ANSI_S ]='S';
|
||||
g_keycodeCharShifted[ kVK_ANSI_D ]='D';
|
||||
g_keycodeCharShifted[ kVK_ANSI_F ]='F';
|
||||
g_keycodeCharShifted[ kVK_ANSI_H ]='H';
|
||||
g_keycodeCharShifted[ kVK_ANSI_G ]='G';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
|
||||
g_keycodeCharShifted[ kVK_ANSI_X ]='X';
|
||||
g_keycodeCharShifted[ kVK_ANSI_C ]='C';
|
||||
g_keycodeCharShifted[ kVK_ANSI_V ]='V';
|
||||
g_keycodeCharShifted[ kVK_ANSI_B ]='B';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
|
||||
g_keycodeCharShifted[ kVK_ANSI_W ]='W';
|
||||
g_keycodeCharShifted[ kVK_ANSI_E ]='E';
|
||||
g_keycodeCharShifted[ kVK_ANSI_R ]='R';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
|
||||
g_keycodeCharShifted[ kVK_ANSI_T ]='T';
|
||||
g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
|
||||
g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
|
||||
g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
|
||||
g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
|
||||
g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
|
||||
g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
|
||||
g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
|
||||
g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
|
||||
g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
|
||||
g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
|
||||
g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
|
||||
g_keycodeCharShifted[ kVK_ANSI_O ]='O';
|
||||
g_keycodeCharShifted[ kVK_ANSI_U ]='U';
|
||||
g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
|
||||
g_keycodeCharShifted[ kVK_ANSI_I ]='I';
|
||||
g_keycodeCharShifted[ kVK_ANSI_P ]='P';
|
||||
g_keycodeCharShifted[ kVK_ANSI_L ]='L';
|
||||
g_keycodeCharShifted[ kVK_ANSI_J ]='J';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
|
||||
g_keycodeCharShifted[ kVK_ANSI_K ]='K';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
|
||||
g_keycodeCharShifted[ kVK_ANSI_N ]='N';
|
||||
g_keycodeCharShifted[ kVK_ANSI_M ]='M';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
|
||||
g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
|
||||
g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
|
||||
g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
|
||||
g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
|
||||
g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
|
||||
g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
|
||||
g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
|
||||
g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
|
||||
g_keycodeCharShifted[ kVK_Space ]=' ';
|
||||
}
|
||||
|
||||
- (void)setupImGuiHooks
|
||||
{
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
[self setupKeymaps];
|
||||
|
||||
// Account for retina display for glScissor
|
||||
g_displayScale = [[UIScreen mainScreen] scale];
|
||||
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
|
||||
|
||||
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
|
||||
[self.view addGestureRecognizer:panRecognizer];
|
||||
|
||||
UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
|
||||
[self.view addGestureRecognizer:tapRecoginzer];
|
||||
|
||||
// Fill out the Synergy key map
|
||||
// (for some reason synergy scan codes are off by 1)
|
||||
io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
|
||||
io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
|
||||
io.KeyMap[ImGuiKey_End] = kVK_End+1;
|
||||
io.KeyMap[ImGuiKey_Insert] = kVK_Help+1;
|
||||
io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
|
||||
io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
|
||||
io.KeyMap[ImGuiKey_Space] = kVK_Space+1;
|
||||
io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
|
||||
io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
|
||||
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
|
||||
io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
|
||||
io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
|
||||
io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
|
||||
io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
|
||||
io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
|
||||
}
|
||||
|
||||
- (void)connectServer: (NSString*)serverName
|
||||
{
|
||||
self.serverName = serverName;
|
||||
g_serverName = serverName;
|
||||
|
||||
// Init synergy
|
||||
NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
|
||||
|
||||
uSynergyInit( &_synergyCtx );
|
||||
_synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
|
||||
_synergyCtx.m_clientWidth = self.view.bounds.size.width;
|
||||
_synergyCtx.m_clientHeight = self.view.bounds.size.height;
|
||||
|
||||
_synergyCtx.m_connectFunc = ImGui_ConnectFunc;
|
||||
_synergyCtx.m_sendFunc = ImGui_SendFunc;
|
||||
_synergyCtx.m_receiveFunc = ImGui_RecvFunc;
|
||||
_synergyCtx.m_sleepFunc = ImGui_SleepFunc;
|
||||
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
|
||||
_synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
|
||||
|
||||
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
|
||||
_synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
|
||||
_synergyCtx.m_mouseCallback = ImGui_MouseCallback;
|
||||
_synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
|
||||
|
||||
_synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
|
||||
|
||||
// Create a background thread for synergy
|
||||
_synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
|
||||
dispatch_async( _synergyQueue, ^{
|
||||
while (1)
|
||||
uSynergyUpdate(&_synergyCtx);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
|
||||
{
|
||||
|
||||
if ((recognizer.state == UIGestureRecognizerStateBegan) ||
|
||||
(recognizer.state == UIGestureRecognizerStateChanged))
|
||||
{
|
||||
_mouseDown = YES;
|
||||
_touchPos = [recognizer locationInView:self.view];
|
||||
}
|
||||
else
|
||||
{
|
||||
_mouseDown = NO;
|
||||
_touchPos = CGPointMake( -1, -1 );
|
||||
}
|
||||
}
|
||||
|
||||
- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
|
||||
{
|
||||
_touchPos = [recognizer locationInView:self.view];
|
||||
_mouseTapped = YES;
|
||||
}
|
||||
|
||||
- (void)render
|
||||
{
|
||||
ImGui::Render();
|
||||
}
|
||||
|
||||
- (void)newFrame
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplIOS_CreateDeviceObjects();
|
||||
|
||||
io.DisplaySize = ImVec2(_view.bounds.size.width, _view.bounds.size.height);
|
||||
|
||||
io.MouseDrawCursor = g_synergyPtrActive;
|
||||
if (g_synergyPtrActive)
|
||||
{
|
||||
style.TouchExtraPadding = ImVec2(0.0, 0.0);
|
||||
io.MousePos = ImVec2(g_mousePosX, g_mousePosY);
|
||||
for (int i=0; i < 3; i++)
|
||||
io.MouseDown[i] = g_MousePressed[i];
|
||||
|
||||
// This is an arbitrary scaling factor that works for me. Not sure what units these mousewheel values from synergy are supposed to be in.
|
||||
io.MouseWheel = g_mouseWheelY / 500.0;
|
||||
io.MouseWheelH = g_mouseWheelX / 500.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Synergy not active, use touch events
|
||||
style.TouchExtraPadding = ImVec2(4.0, 4.0);
|
||||
io.MousePos = ImVec2(_touchPos.x, _touchPos.y);
|
||||
if ((_mouseDown) || (_mouseTapped))
|
||||
{
|
||||
io.MouseDown[0] = true;
|
||||
_mouseTapped = NO;
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MouseDown[0] = false;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
@end
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
// If text or lines are blurry when integrating ImGui in your engine:
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
// NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
|
||||
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
|
||||
{
|
||||
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||
// FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
|
||||
GLint last_program, last_texture;
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
const float width = ImGui::GetIO().DisplaySize.x;
|
||||
const float height = ImGui::GetIO().DisplaySize.y;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||
{ -1.0f, 1.0f, 0.0f, 1.0f },
|
||||
};
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
if (g_VboSize < needed_vtx_size)
|
||||
{
|
||||
// Grow our buffer if needed
|
||||
g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
|
||||
}
|
||||
|
||||
unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
if (!vtx_data)
|
||||
continue;
|
||||
memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glScissor((int)(pcmd->ClipRect.x * g_displayScale),
|
||||
(int)((height - pcmd->ClipRect.w) * g_displayScale),
|
||||
(int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
|
||||
(int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
|
||||
glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer( GL_ARRAY_BUFFER, 0);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glUseProgram(last_program);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
void ImGui_ImplIOS_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
bool ImGui_ImplIOS_CreateDeviceObjects()
|
||||
{
|
||||
const GLchar *vertex_shader =
|
||||
"uniform mat4 ProjMtx;\n"
|
||||
"attribute highp vec2 Position;\n"
|
||||
"attribute highp vec2 UV;\n"
|
||||
"attribute highp vec4 Color;\n"
|
||||
"varying vec2 Frag_UV;\n"
|
||||
"varying vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader =
|
||||
"uniform sampler2D Texture;\n"
|
||||
"varying highp vec2 Frag_UV;\n"
|
||||
"varying highp vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
||||
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
||||
glCompileShader(g_VertHandle);
|
||||
|
||||
#if defined(DEBUG)
|
||||
GLint logLength;
|
||||
glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
|
||||
NSLog(@"VERTEX Shader compile log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
#endif
|
||||
|
||||
glCompileShader(g_FragHandle);
|
||||
|
||||
#if defined(DEBUG)
|
||||
glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
|
||||
if (logLength > 0) {
|
||||
GLchar *log = (GLchar *)malloc(logLength);
|
||||
glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
|
||||
NSLog(@"FRAGMENT Shader compile log:\n%s", log);
|
||||
free(log);
|
||||
}
|
||||
#endif
|
||||
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
|
||||
glGenVertexArrays(1, &g_VaoHandle);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
ImGui_ImplIOS_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
//
|
||||
// AppDelegate.h
|
||||
// imguiex-osx
|
||||
//
|
||||
// Created by James Chen on 4/5/16.
|
||||
// Copyright © 2016 Joel Davis. All rights reserved.
|
||||
//
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
|
||||
|
||||
@end
|
||||
|
@ -1,26 +0,0 @@
|
||||
//
|
||||
// AppDelegate.m
|
||||
// imguiex-osx
|
||||
//
|
||||
// Created by James Chen on 4/5/16.
|
||||
// Copyright © 2016 Joel Davis. All rights reserved.
|
||||
//
|
||||
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@interface AppDelegate ()
|
||||
|
||||
@property (weak) IBOutlet NSWindow *window;
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
|
||||
// Insert code here to initialize your application
|
||||
}
|
||||
|
||||
- (void)applicationWillTerminate:(NSNotification *)aNotification {
|
||||
// Insert code here to tear down your application
|
||||
}
|
||||
|
||||
@end
|
@ -1,64 +0,0 @@
|
||||
{
|
||||
"images" : [
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "16x16",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "16x16",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "32x32",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "32x32",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "128x128",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "128x128",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "256x256",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "256x256",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "512x512",
|
||||
"scale" : "1x"
|
||||
},
|
||||
{
|
||||
"size" : "512x512",
|
||||
"idiom" : "mac",
|
||||
"filename" : "icon_imgui_180x180.png",
|
||||
"scale" : "2x"
|
||||
},
|
||||
{
|
||||
"idiom" : "mac",
|
||||
"size" : "512x512",
|
||||
"scale" : "2x"
|
||||
}
|
||||
],
|
||||
"info" : {
|
||||
"version" : 1,
|
||||
"author" : "xcode"
|
||||
}
|
||||
}
|
Before Width: | Height: | Size: 5.8 KiB |
@ -1,6 +0,0 @@
|
||||
{
|
||||
"info" : {
|
||||
"version" : 1,
|
||||
"author" : "xcode"
|
||||
}
|
||||
}
|
@ -1,13 +0,0 @@
|
||||
//
|
||||
// main.m
|
||||
// imguiex-osx
|
||||
//
|
||||
// Created by James Chen on 4/5/16.
|
||||
// Copyright © 2016 Joel Davis. All rights reserved.
|
||||
//
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
int main(int argc, const char * argv[]) {
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
@ -1,539 +0,0 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 46;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
197E1E871B8943FE00E3FE6A /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */; };
|
||||
197E1E891B89443600E3FE6A /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E881B89443600E3FE6A /* imgui_demo.cpp */; };
|
||||
1A1A0F231CB39FB50090F036 /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 1A1A0F221CB39FB50090F036 /* AppDelegate.m */; };
|
||||
1A1A0F281CB39FB50090F036 /* Assets.xcassets in Resources */ = {isa = PBXBuildFile; fileRef = 1A1A0F271CB39FB50090F036 /* Assets.xcassets */; };
|
||||
1A1A0F301CB3A0DA0090F036 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */; };
|
||||
1A1A0F311CB3A0DA0090F036 /* imgui.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5861B2E64AB00C130BA /* imgui.cpp */; };
|
||||
1A1A0F321CB3A0DE0090F036 /* uSynergy.c in Sources */ = {isa = PBXBuildFile; fileRef = 6D1E39151B35EEF10017B40F /* uSynergy.c */; };
|
||||
1A1A0F331CB3A0E10090F036 /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E881B89443600E3FE6A /* imgui_demo.cpp */; };
|
||||
1A1A0F341CB3A0EC0090F036 /* debug_hud.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5891B2E6A5500C130BA /* debug_hud.cpp */; };
|
||||
1A1A0F481CB3A2E50090F036 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 1A1A0F391CB3A1B20090F036 /* main.cpp */; };
|
||||
1A1A0F4A1CB3A5070090F036 /* imgui_impl_glfw_gl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw_gl2.cpp */; };
|
||||
1A1A0F4E1CB3C54D0090F036 /* libglfw.dylib in Frameworks */ = {isa = PBXBuildFile; fileRef = 1A1A0F4D1CB3C54D0090F036 /* libglfw.dylib */; };
|
||||
6D1E39171B35EEF10017B40F /* uSynergy.c in Sources */ = {isa = PBXBuildFile; fileRef = 6D1E39151B35EEF10017B40F /* uSynergy.c */; };
|
||||
6D2FC55A1B2E632000C130BA /* main.m in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5591B2E632000C130BA /* main.m */; };
|
||||
6D2FC55D1B2E632000C130BA /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC55C1B2E632000C130BA /* AppDelegate.m */; };
|
||||
6D2FC55F1B2E632000C130BA /* Shader.fsh in Resources */ = {isa = PBXBuildFile; fileRef = 6D2FC55E1B2E632000C130BA /* Shader.fsh */; };
|
||||
6D2FC5611B2E632000C130BA /* Shader.vsh in Resources */ = {isa = PBXBuildFile; fileRef = 6D2FC5601B2E632000C130BA /* Shader.vsh */; };
|
||||
6D2FC5641B2E632000C130BA /* GameViewController.m in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5631B2E632000C130BA /* GameViewController.m */; };
|
||||
6D2FC5671B2E632000C130BA /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 6D2FC5651B2E632000C130BA /* Main.storyboard */; };
|
||||
6D2FC5691B2E632000C130BA /* Images.xcassets in Resources */ = {isa = PBXBuildFile; fileRef = 6D2FC5681B2E632000C130BA /* Images.xcassets */; };
|
||||
6D2FC56C1B2E632000C130BA /* LaunchScreen.xib in Resources */ = {isa = PBXBuildFile; fileRef = 6D2FC56A1B2E632000C130BA /* LaunchScreen.xib */; };
|
||||
6D2FC5831B2E63A100C130BA /* imgui_impl_ios.mm in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5811B2E63A100C130BA /* imgui_impl_ios.mm */; };
|
||||
6D2FC5881B2E64AB00C130BA /* imgui.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5861B2E64AB00C130BA /* imgui.cpp */; };
|
||||
6D2FC58B1B2E6A5500C130BA /* debug_hud.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5891B2E6A5500C130BA /* debug_hud.cpp */; };
|
||||
6D2FC5911B30773F00C130BA /* CFNetwork.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 6D2FC5901B30773F00C130BA /* CFNetwork.framework */; };
|
||||
6D2FC5931B30774900C130BA /* SystemConfiguration.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 6D2FC5921B30774900C130BA /* SystemConfiguration.framework */; };
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = "<group>"; };
|
||||
197E1E881B89443600E3FE6A /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../../imgui_demo.cpp; sourceTree = "<group>"; };
|
||||
1A1A0F1F1CB39FB50090F036 /* imguiex-osx.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = "imguiex-osx.app"; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
1A1A0F211CB39FB50090F036 /* AppDelegate.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = AppDelegate.h; sourceTree = "<group>"; };
|
||||
1A1A0F221CB39FB50090F036 /* AppDelegate.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = AppDelegate.m; sourceTree = "<group>"; };
|
||||
1A1A0F271CB39FB50090F036 /* Assets.xcassets */ = {isa = PBXFileReference; lastKnownFileType = folder.assetcatalog; path = Assets.xcassets; sourceTree = "<group>"; };
|
||||
1A1A0F2C1CB39FB50090F036 /* Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = Info.plist; sourceTree = "<group>"; };
|
||||
1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw_gl2.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = imgui_impl_glfw_gl2.cpp; sourceTree = "<group>"; };
|
||||
1A1A0F381CB3A1B20090F036 /* imgui_impl_glfw_gl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = imgui_impl_glfw_gl2.h; sourceTree = "<group>"; };
|
||||
1A1A0F391CB3A1B20090F036 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
|
||||
1A1A0F4D1CB3C54D0090F036 /* libglfw.dylib */ = {isa = PBXFileReference; lastKnownFileType = "compiled.mach-o.dylib"; name = libglfw.dylib; path = /usr/local/lib/libglfw.dylib; sourceTree = "<absolute>"; };
|
||||
6D1E39151B35EEF10017B40F /* uSynergy.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = uSynergy.c; sourceTree = "<group>"; };
|
||||
6D1E39161B35EEF10017B40F /* uSynergy.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = uSynergy.h; sourceTree = "<group>"; };
|
||||
6D2FC5541B2E632000C130BA /* imguiex-ios.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = "imguiex-ios.app"; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
6D2FC5581B2E632000C130BA /* Info.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = Info.plist; sourceTree = "<group>"; };
|
||||
6D2FC5591B2E632000C130BA /* main.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = main.m; sourceTree = "<group>"; };
|
||||
6D2FC55B1B2E632000C130BA /* AppDelegate.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = AppDelegate.h; sourceTree = "<group>"; };
|
||||
6D2FC55C1B2E632000C130BA /* AppDelegate.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = AppDelegate.m; sourceTree = "<group>"; };
|
||||
6D2FC55E1B2E632000C130BA /* Shader.fsh */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.glsl; name = Shader.fsh; path = Shaders/Shader.fsh; sourceTree = "<group>"; };
|
||||
6D2FC5601B2E632000C130BA /* Shader.vsh */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.glsl; name = Shader.vsh; path = Shaders/Shader.vsh; sourceTree = "<group>"; };
|
||||
6D2FC5621B2E632000C130BA /* GameViewController.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = GameViewController.h; sourceTree = "<group>"; };
|
||||
6D2FC5631B2E632000C130BA /* GameViewController.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = GameViewController.m; sourceTree = "<group>"; };
|
||||
6D2FC5661B2E632000C130BA /* Base */ = {isa = PBXFileReference; lastKnownFileType = file.storyboard; name = Base; path = Base.lproj/Main.storyboard; sourceTree = "<group>"; };
|
||||
6D2FC5681B2E632000C130BA /* Images.xcassets */ = {isa = PBXFileReference; lastKnownFileType = folder.assetcatalog; path = Images.xcassets; sourceTree = "<group>"; };
|
||||
6D2FC56B1B2E632000C130BA /* Base */ = {isa = PBXFileReference; lastKnownFileType = file.xib; name = Base; path = Base.lproj/LaunchScreen.xib; sourceTree = "<group>"; };
|
||||
6D2FC5811B2E63A100C130BA /* imgui_impl_ios.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; path = imgui_impl_ios.mm; sourceTree = "<group>"; };
|
||||
6D2FC5821B2E63A100C130BA /* imgui_impl_ios.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = imgui_impl_ios.h; sourceTree = "<group>"; };
|
||||
6D2FC5851B2E64AB00C130BA /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = "<group>"; };
|
||||
6D2FC5861B2E64AB00C130BA /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = "<group>"; };
|
||||
6D2FC5871B2E64AB00C130BA /* imgui.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui.h; path = ../../imgui.h; sourceTree = "<group>"; };
|
||||
6D2FC5891B2E6A5500C130BA /* debug_hud.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = debug_hud.cpp; sourceTree = "<group>"; };
|
||||
6D2FC58A1B2E6A5500C130BA /* debug_hud.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = debug_hud.h; sourceTree = "<group>"; };
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||||
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
|
||||
COPY_PHASE_STRIP = NO;
|
||||
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
|
||||
ENABLE_NS_ASSERTIONS = NO;
|
||||
ENABLE_STRICT_OBJC_MSGSEND = YES;
|
||||
GCC_C_LANGUAGE_STANDARD = gnu99;
|
||||
GCC_NO_COMMON_BLOCKS = YES;
|
||||
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
|
||||
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
|
||||
GCC_WARN_UNDECLARED_SELECTOR = YES;
|
||||
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
|
||||
GCC_WARN_UNUSED_FUNCTION = YES;
|
||||
GCC_WARN_UNUSED_VARIABLE = YES;
|
||||
HEADER_SEARCH_PATHS = "$(SRCROOT)/../../";
|
||||
IPHONEOS_DEPLOYMENT_TARGET = 8.0;
|
||||
MTL_ENABLE_DEBUG_INFO = NO;
|
||||
SDKROOT = iphoneos;
|
||||
TARGETED_DEVICE_FAMILY = "1,2";
|
||||
USER_HEADER_SEARCH_PATHS = "";
|
||||
VALIDATE_PRODUCT = YES;
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
6D2FC57C1B2E632000C130BA /* Debug */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
|
||||
INFOPLIST_FILE = "imguiex-ios/Info.plist";
|
||||
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
};
|
||||
name = Debug;
|
||||
};
|
||||
6D2FC57D1B2E632000C130BA /* Release */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
|
||||
INFOPLIST_FILE = "imguiex-ios/Info.plist";
|
||||
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
/* End XCBuildConfiguration section */
|
||||
|
||||
/* Begin XCConfigurationList section */
|
||||
1A1A0F2F1CB39FB50090F036 /* Build configuration list for PBXNativeTarget "imguiex-osx" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
1A1A0F2D1CB39FB50090F036 /* Debug */,
|
||||
1A1A0F2E1CB39FB50090F036 /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
6D2FC54F1B2E632000C130BA /* Build configuration list for PBXProject "imguiex" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
6D2FC5791B2E632000C130BA /* Debug */,
|
||||
6D2FC57A1B2E632000C130BA /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
6D2FC57B1B2E632000C130BA /* Build configuration list for PBXNativeTarget "imguiex-ios" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
6D2FC57C1B2E632000C130BA /* Debug */,
|
||||
6D2FC57D1B2E632000C130BA /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
/* End XCConfigurationList section */
|
||||
};
|
||||
rootObject = 6D2FC54C1B2E632000C130BA /* Project object */;
|
||||
}
|
8
examples/example_apple_metal/README.md
Normal file
@ -0,0 +1,8 @@
|
||||
# iOS / OSX Metal example
|
||||
|
||||
## Introduction
|
||||
|
||||
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
|
||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
|
18
examples/example_apple_metal/Shared/AppDelegate.h
Normal file
@ -0,0 +1,18 @@
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
|
||||
@interface AppDelegate : UIResponder <UIApplicationDelegate>
|
||||
@property (strong, nonatomic) UIWindow *window;
|
||||
@end
|
||||
|
||||
#else
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@end
|
||||
|
||||
#endif
|
11
examples/example_apple_metal/Shared/AppDelegate.m
Normal file
@ -0,0 +1,11 @@
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
|
||||
return YES;
|
||||
}
|
||||
#endif
|
||||
|
||||
@end
|
8
examples/example_apple_metal/Shared/Renderer.h
Normal file
@ -0,0 +1,8 @@
|
||||
#import <MetalKit/MetalKit.h>
|
||||
|
||||
@interface Renderer : NSObject <MTKViewDelegate>
|
||||
|
||||
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
|
||||
|
||||
@end
|
||||
|
129
examples/example_apple_metal/Shared/Renderer.mm
Normal file
@ -0,0 +1,129 @@
|
||||
#import "Renderer.h"
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
#endif
|
||||
|
||||
@interface Renderer ()
|
||||
@property (nonatomic, strong) id <MTLDevice> device;
|
||||
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
|
||||
@end
|
||||
|
||||
@implementation Renderer
|
||||
|
||||
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
|
||||
{
|
||||
self = [super init];
|
||||
if(self)
|
||||
{
|
||||
_device = view.device;
|
||||
_commandQueue = [_device newCommandQueue];
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)drawInMTKView:(MTKView *)view
|
||||
{
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.DisplaySize.x = view.bounds.size.width;
|
||||
io.DisplaySize.y = view.bounds.size.height;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
|
||||
#else
|
||||
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
|
||||
#endif
|
||||
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
|
||||
|
||||
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
|
||||
|
||||
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor != nil)
|
||||
{
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
||||
|
||||
// Here, you could do additional rendering work, including other passes as necessary.
|
||||
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData *drawData = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
}
|
||||
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
@end
|
19
examples/example_apple_metal/Shared/ViewController.h
Normal file
@ -0,0 +1,19 @@
|
||||
#import <Metal/Metal.h>
|
||||
#import <MetalKit/MetalKit.h>
|
||||
#import "Renderer.h"
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
|
||||
@interface ViewController : UIViewController
|
||||
@end
|
||||
|
||||
#else
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
@interface ViewController : NSViewController
|
||||
@end
|
||||
|
||||
#endif
|
129
examples/example_apple_metal/Shared/ViewController.mm
Normal file
@ -0,0 +1,129 @@
|
||||
#import "ViewController.h"
|
||||
#import "Renderer.h"
|
||||
#include "imgui.h"
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
#endif
|
||||
|
||||
@interface ViewController ()
|
||||
@property (nonatomic, readonly) MTKView *mtkView;
|
||||
@property (nonatomic, strong) Renderer *renderer;
|
||||
@end
|
||||
|
||||
@implementation ViewController
|
||||
|
||||
- (MTKView *)mtkView {
|
||||
return (MTKView *)self.view;
|
||||
}
|
||||
|
||||
- (void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
self.mtkView.device = MTLCreateSystemDefaultDevice();
|
||||
|
||||
if (!self.mtkView.device) {
|
||||
NSLog(@"Metal is not supported");
|
||||
abort();
|
||||
}
|
||||
|
||||
self.renderer = [[Renderer alloc] initWithView:self.mtkView];
|
||||
|
||||
[self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
|
||||
|
||||
self.mtkView.delegate = self.renderer;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
|
||||
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
|
||||
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
|
||||
owner:self
|
||||
userInfo:nil];
|
||||
[self.view addTrackingArea:trackingArea];
|
||||
|
||||
// If we want to receive key events, we either need to be in the responder chain of the key view,
|
||||
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
|
||||
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
|
||||
// window, we'd want to be much more careful than just ingesting the complete event stream, though we
|
||||
// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
|
||||
BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
if (event.type == NSEventTypeKeyDown && wantsCapture) {
|
||||
return nil;
|
||||
} else {
|
||||
return event;
|
||||
}
|
||||
|
||||
}];
|
||||
|
||||
ImGui_ImplOSX_Init();
|
||||
#endif
|
||||
}
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
- (void)mouseMoved:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)scrollWheel:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
#elif TARGET_OS_IOS
|
||||
|
||||
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
|
||||
// as if it were a depressed left mouse button, and we don't bother handling
|
||||
// multitouch correctly at all. This causes the "cursor" to behave very erratically
|
||||
// when there are multiple active touches. But for demo purposes, single-touch
|
||||
// interaction actually works surprisingly well.
|
||||
- (void)updateIOWithTouchEvent:(UIEvent *)event {
|
||||
UITouch *anyTouch = event.allTouches.anyObject;
|
||||
CGPoint touchLocation = [anyTouch locationInView:self.view];
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
|
||||
|
||||
BOOL hasActiveTouch = NO;
|
||||
for (UITouch *touch in event.allTouches) {
|
||||
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
|
||||
hasActiveTouch = YES;
|
||||
break;
|
||||
}
|
||||
}
|
||||
io.MouseDown[0] = hasActiveTouch;
|
||||
}
|
||||
|
||||
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
|
||||
[self updateIOWithTouchEvent:event];
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@end
|
||||
|
@ -1,7 +1,6 @@
|
||||
//
|
||||
// main.m
|
||||
// imguiex
|
||||
//
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
#import "AppDelegate.h"
|
||||
@ -11,3 +10,13 @@ int main(int argc, char * argv[]) {
|
||||
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
int main(int argc, const char * argv[]) {
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,539 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 48;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
8307E7CC20E9F9C900473790 /* ViewController.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7CB20E9F9C900473790 /* ViewController.mm */; };
|
||||
8307E7CF20E9F9C900473790 /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8307E7CD20E9F9C900473790 /* Main.storyboard */; };
|
||||
8307E7DE20E9F9C900473790 /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7DD20E9F9C900473790 /* AppDelegate.m */; };
|
||||
8307E7E420E9F9C900473790 /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8307E7E220E9F9C900473790 /* Main.storyboard */; };
|
||||
8307E7E720E9F9C900473790 /* main.m in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7E620E9F9C900473790 /* main.m */; };
|
||||
8307E7E820E9F9C900473790 /* Renderer.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7BC20E9F9C700473790 /* Renderer.mm */; };
|
||||
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28
examples/example_apple_metal/iOS/Base.lproj/Main.storyboard
Normal file
@ -0,0 +1,28 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="MTKView">
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<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
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<viewLayoutGuide key="safeArea" id="BKg-qs-eN0"/>
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</view>
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<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
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</scene>
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</scenes>
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</document>
|
BIN
examples/example_apple_metal/iOS/Default-568h@2x.png
Normal file
After Width: | Height: | Size: 1.6 KiB |
@ -3,33 +3,34 @@
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>en</string>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>$(PRODUCT_NAME)</string>
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<string>imgui</string>
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<string>APPL</string>
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<key>CFBundleShortVersionString</key>
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<string>1.0</string>
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<key>CFBundleSignature</key>
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<string>????</string>
|
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<string>1</string>
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<key>LSRequiresIPhoneOS</key>
|
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<true/>
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<string>LaunchScreen</string>
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<string>Launch Screen</string>
|
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<key>UIMainStoryboardFile</key>
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<string>Main</string>
|
||||
<key>UIRequiredDeviceCapabilities</key>
|
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|
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<string>armv7</string>
|
||||
<string>metal</string>
|
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</array>
|
||||
<key>UIRequiresFullScreen</key>
|
||||
<true/>
|
||||
<key>UIStatusBarHidden</key>
|
||||
<true/>
|
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<key>UISupportedInterfaceOrientations</key>
|
||||
@ -37,6 +38,7 @@
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
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<string>UIInterfaceOrientationLandscapeRight</string>
|
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<string>UIInterfaceOrientationPortraitUpsideDown</string>
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<key>UISupportedInterfaceOrientations~ipad</key>
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<array>
|
29
examples/example_apple_metal/iOS/Launch Screen.storyboard
Normal file
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<?xml version="1.0" encoding="UTF-8"?>
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<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
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<scene sceneID="EHf-IW-A2E">
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<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
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<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
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<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
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<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
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<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
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</view>
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</viewController>
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<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
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</objects>
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<point key="canvasLocation" x="53" y="375"/>
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</scenes>
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</document>
|
130
examples/example_apple_metal/macOS/Base.lproj/Main.storyboard
Normal file
@ -0,0 +1,130 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
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<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="14269.14" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" initialViewController="B8D-0N-5wS">
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<dependencies>
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<deployment identifier="macosx"/>
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<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="14269.14"/>
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<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
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<scenes>
|
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<!--Application-->
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<scene sceneID="JPo-4y-FX3">
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<objects>
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<application id="hnw-xV-0zn" sceneMemberID="viewController">
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<menu key="mainMenu" title="Main Menu" systemMenu="main" id="AYu-sK-qS6">
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<items>
|
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<menuItem title="ImGui" id="1Xt-HY-uBw">
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<modifierMask key="keyEquivalentModifierMask"/>
|
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<menu key="submenu" title="ImGui" systemMenu="apple" id="uQy-DD-JDr">
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<items>
|
||||
<menuItem title="Preferences…" keyEquivalent="," id="BOF-NM-1cW"/>
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|
||||
CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
|
||||
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
|
||||
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
|
||||
CLANG_WARN_STRICT_PROTOTYPES = YES;
|
||||
CLANG_WARN_SUSPICIOUS_MOVE = YES;
|
||||
CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
|
||||
CLANG_WARN_UNREACHABLE_CODE = YES;
|
||||
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
|
||||
CODE_SIGN_IDENTITY = "-";
|
||||
COPY_PHASE_STRIP = NO;
|
||||
DEBUG_INFORMATION_FORMAT = dwarf;
|
||||
ENABLE_STRICT_OBJC_MSGSEND = YES;
|
||||
ENABLE_TESTABILITY = YES;
|
||||
GCC_C_LANGUAGE_STANDARD = gnu11;
|
||||
GCC_DYNAMIC_NO_PIC = NO;
|
||||
GCC_NO_COMMON_BLOCKS = YES;
|
||||
GCC_OPTIMIZATION_LEVEL = 0;
|
||||
GCC_PREPROCESSOR_DEFINITIONS = (
|
||||
"DEBUG=1",
|
||||
"$(inherited)",
|
||||
);
|
||||
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
|
||||
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
|
||||
GCC_WARN_UNDECLARED_SELECTOR = YES;
|
||||
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
|
||||
GCC_WARN_UNUSED_FUNCTION = YES;
|
||||
GCC_WARN_UNUSED_VARIABLE = YES;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.13;
|
||||
MTL_ENABLE_DEBUG_INFO = YES;
|
||||
ONLY_ACTIVE_ARCH = YES;
|
||||
SDKROOT = macosx;
|
||||
};
|
||||
name = Debug;
|
||||
};
|
||||
4080A97120B029B00036BA46 /* Release */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
ALWAYS_SEARCH_USER_PATHS = NO;
|
||||
CLANG_ANALYZER_NONNULL = YES;
|
||||
CLANG_ANALYZER_NUMBER_OBJECT_CONVERSION = YES_AGGRESSIVE;
|
||||
CLANG_CXX_LANGUAGE_STANDARD = "gnu++14";
|
||||
CLANG_CXX_LIBRARY = "libc++";
|
||||
CLANG_ENABLE_MODULES = YES;
|
||||
CLANG_ENABLE_OBJC_ARC = YES;
|
||||
CLANG_ENABLE_OBJC_WEAK = YES;
|
||||
CLANG_WARN_BLOCK_CAPTURE_AUTORELEASING = YES;
|
||||
CLANG_WARN_BOOL_CONVERSION = YES;
|
||||
CLANG_WARN_COMMA = YES;
|
||||
CLANG_WARN_CONSTANT_CONVERSION = YES;
|
||||
CLANG_WARN_DEPRECATED_OBJC_IMPLEMENTATIONS = YES;
|
||||
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
|
||||
CLANG_WARN_DOCUMENTATION_COMMENTS = YES;
|
||||
CLANG_WARN_EMPTY_BODY = YES;
|
||||
CLANG_WARN_ENUM_CONVERSION = YES;
|
||||
CLANG_WARN_INFINITE_RECURSION = YES;
|
||||
CLANG_WARN_INT_CONVERSION = YES;
|
||||
CLANG_WARN_NON_LITERAL_NULL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_IMPLICIT_RETAIN_SELF = YES;
|
||||
CLANG_WARN_OBJC_LITERAL_CONVERSION = YES;
|
||||
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
|
||||
CLANG_WARN_RANGE_LOOP_ANALYSIS = YES;
|
||||
CLANG_WARN_STRICT_PROTOTYPES = YES;
|
||||
CLANG_WARN_SUSPICIOUS_MOVE = YES;
|
||||
CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
|
||||
CLANG_WARN_UNREACHABLE_CODE = YES;
|
||||
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
|
||||
CODE_SIGN_IDENTITY = "-";
|
||||
COPY_PHASE_STRIP = NO;
|
||||
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
|
||||
ENABLE_NS_ASSERTIONS = NO;
|
||||
ENABLE_STRICT_OBJC_MSGSEND = YES;
|
||||
GCC_C_LANGUAGE_STANDARD = gnu11;
|
||||
GCC_NO_COMMON_BLOCKS = YES;
|
||||
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
|
||||
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
|
||||
GCC_WARN_UNDECLARED_SELECTOR = YES;
|
||||
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
|
||||
GCC_WARN_UNUSED_FUNCTION = YES;
|
||||
GCC_WARN_UNUSED_VARIABLE = YES;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.13;
|
||||
MTL_ENABLE_DEBUG_INFO = NO;
|
||||
SDKROOT = macosx;
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
4080A97320B029B00036BA46 /* Debug */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CODE_SIGN_STYLE = Automatic;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.12;
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
|
||||
USER_HEADER_SEARCH_PATHS = ../..;
|
||||
};
|
||||
name = Debug;
|
||||
};
|
||||
4080A97420B029B00036BA46 /* Release */ = {
|
||||
isa = XCBuildConfiguration;
|
||||
buildSettings = {
|
||||
CODE_SIGN_STYLE = Automatic;
|
||||
MACOSX_DEPLOYMENT_TARGET = 10.12;
|
||||
PRODUCT_NAME = "$(TARGET_NAME)";
|
||||
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
|
||||
USER_HEADER_SEARCH_PATHS = ../..;
|
||||
};
|
||||
name = Release;
|
||||
};
|
||||
/* End XCBuildConfiguration section */
|
||||
|
||||
/* Begin XCConfigurationList section */
|
||||
4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
4080A97020B029B00036BA46 /* Debug */,
|
||||
4080A97120B029B00036BA46 /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = {
|
||||
isa = XCConfigurationList;
|
||||
buildConfigurations = (
|
||||
4080A97320B029B00036BA46 /* Debug */,
|
||||
4080A97420B029B00036BA46 /* Release */,
|
||||
);
|
||||
defaultConfigurationIsVisible = 0;
|
||||
defaultConfigurationName = Release;
|
||||
};
|
||||
/* End XCConfigurationList section */
|
||||
};
|
||||
rootObject = 4080A96320B029B00036BA46 /* Project object */;
|
||||
}
|
282
examples/example_apple_opengl2/main.mm
Normal file
@ -0,0 +1,282 @@
|
||||
// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_osx.h"
|
||||
#include "../imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
#import <OpenGL/glu.h>
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleView
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleView : NSOpenGLView
|
||||
{
|
||||
NSTimer* animationTimer;
|
||||
}
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleView
|
||||
|
||||
-(void)animationTimerFired:(NSTimer*)timer
|
||||
{
|
||||
[self setNeedsDisplay:YES];
|
||||
}
|
||||
|
||||
-(void)prepareOpenGL
|
||||
{
|
||||
[super prepareOpenGL];
|
||||
|
||||
#ifndef DEBUG
|
||||
GLint swapInterval = 1;
|
||||
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
|
||||
if (swapInterval == 0)
|
||||
NSLog(@"Error: Cannot set swap interval.");
|
||||
#endif
|
||||
}
|
||||
|
||||
-(void)updateAndDrawDemoView
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Global data for the demo
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
glViewport(0, 0, width, height);
|
||||
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
|
||||
if (!animationTimer)
|
||||
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
|
||||
}
|
||||
|
||||
-(void)reshape
|
||||
{
|
||||
[[self openGLContext] update];
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(void)drawRect:(NSRect)bounds
|
||||
{
|
||||
[self updateAndDrawDemoView];
|
||||
}
|
||||
|
||||
-(BOOL)acceptsFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)becomeFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(BOOL)resignFirstResponder
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
// Flip coordinate system upside down on Y
|
||||
-(BOOL)isFlipped
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
animationTimer = nil;
|
||||
}
|
||||
|
||||
// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
|
||||
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// ImGuiExampleAppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, readonly) NSWindow* window;
|
||||
@end
|
||||
|
||||
@implementation ImGuiExampleAppDelegate
|
||||
@synthesize window = _window;
|
||||
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
-(NSWindow*)window
|
||||
{
|
||||
if (_window != nil)
|
||||
return (_window);
|
||||
|
||||
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
|
||||
|
||||
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
|
||||
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||
[_window setOpaque:YES];
|
||||
[_window makeKeyAndOrderFront:NSApp];
|
||||
|
||||
return (_window);
|
||||
}
|
||||
|
||||
-(void)setupMenu
|
||||
{
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* appMenu;
|
||||
NSMenuItem* menuItem;
|
||||
|
||||
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
|
||||
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
|
||||
|
||||
menuItem = [[NSMenuItem alloc] init];
|
||||
[menuItem setSubmenu:appMenu];
|
||||
|
||||
[mainMenuBar addItem:menuItem];
|
||||
|
||||
appMenu = nil;
|
||||
[NSApp setMainMenu:mainMenuBar];
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
_window = nil;
|
||||
}
|
||||
|
||||
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
|
||||
{
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
|
||||
// Menu
|
||||
[self setupMenu];
|
||||
|
||||
NSOpenGLPixelFormatAttribute attrs[] =
|
||||
{
|
||||
NSOpenGLPFADoubleBuffer,
|
||||
NSOpenGLPFADepthSize, 32,
|
||||
0
|
||||
};
|
||||
|
||||
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
|
||||
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
|
||||
format = nil;
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
[view setWantsBestResolutionOpenGLSurface:YES];
|
||||
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
[self.window setContentView:view];
|
||||
|
||||
if ([view openGLContext] == nil)
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplOSX_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
int main(int argc, const char* argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
60
examples/example_emscripten/Makefile
Normal file
@ -0,0 +1,60 @@
|
||||
#
|
||||
# Makefile to use with emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions. This Makefile assumes you have
|
||||
# loaded emscripten's environment.
|
||||
#
|
||||
# Running `make` will produce three files:
|
||||
# - example_emscripten.html
|
||||
# - example_emscripten.js
|
||||
# - example_emscripten.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
|
||||
EXE = example_emscripten.html
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
EMS = -s USE_SDL=2 -s WASM=1
|
||||
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
||||
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
CPPFLAGS = -I../ -I../../
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os
|
||||
CPPFLAGS += $(EMS)
|
||||
LIBS = $(EMS)
|
||||
LDFLAGS = --shell-file shell_minimal.html
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
|
8
examples/example_emscripten/README.md
Normal file
@ -0,0 +1,8 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
```
|
||||
em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html
|
||||
```
|
170
examples/example_emscripten/main.cpp
Normal file
@ -0,0 +1,170 @@
|
||||
// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
|
||||
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
|
||||
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
|
||||
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
|
||||
//
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#include <emscripten.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengles2.h>
|
||||
|
||||
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
|
||||
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
|
||||
SDL_Window* g_Window = NULL;
|
||||
SDL_GLContext g_GLContext = NULL;
|
||||
|
||||
// For clarity, our main loop code is declared at the end.
|
||||
void main_loop(void*);
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
|
||||
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
|
||||
// run this code on Chrome for Android for example.
|
||||
const char* glsl_version = "#version 100";
|
||||
//const char* glsl_version = "#version 300 es";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
g_GLContext = SDL_GL_CreateContext(g_Window);
|
||||
if (!g_GLContext)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize WebGL context!\n");
|
||||
return 1;
|
||||
}
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = NULL;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
|
||||
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
|
||||
}
|
||||
|
||||
void main_loop(void* arg)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(g_Window);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
SDL_GL_MakeCurrent(g_Window, g_GLContext);
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(g_Window);
|
||||
}
|
64
examples/example_emscripten/shell_minimal.html
Normal file
@ -0,0 +1,64 @@
|
||||
<!doctype html>
|
||||
<html lang="en-us">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
|
||||
<title>Dear ImGui Emscripten example</title>
|
||||
<style>
|
||||
body { margin: 0; background-color: black }
|
||||
.emscripten {
|
||||
position: absolute;
|
||||
top: 0px;
|
||||
left: 0px;
|
||||
margin: 0px;
|
||||
border: 0;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
overflow: hidden;
|
||||
display: block;
|
||||
image-rendering: optimizeSpeed;
|
||||
image-rendering: -moz-crisp-edges;
|
||||
image-rendering: -o-crisp-edges;
|
||||
image-rendering: -webkit-optimize-contrast;
|
||||
image-rendering: optimize-contrast;
|
||||
image-rendering: crisp-edges;
|
||||
image-rendering: pixelated;
|
||||
-ms-interpolation-mode: nearest-neighbor;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
|
||||
<script type='text/javascript'>
|
||||
var Module = {
|
||||
preRun: [],
|
||||
postRun: [],
|
||||
print: (function() {
|
||||
return function(text) {
|
||||
text = Array.prototype.slice.call(arguments).join(' ');
|
||||
console.log(text);
|
||||
};
|
||||
})(),
|
||||
printErr: function(text) {
|
||||
text = Array.prototype.slice.call(arguments).join(' ');
|
||||
console.error(text);
|
||||
},
|
||||
canvas: (function() {
|
||||
var canvas = document.getElementById('canvas');
|
||||
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
|
||||
return canvas;
|
||||
})(),
|
||||
setStatus: function(text) {
|
||||
console.log("status: " + text);
|
||||
},
|
||||
monitorRunDependencies: function(left) {
|
||||
// no run dependencies to log
|
||||
}
|
||||
};
|
||||
window.onerror = function() {
|
||||
console.log("onerror: " + event);
|
||||
};
|
||||
</script>
|
||||
{{{ SCRIPT }}}
|
||||
</body>
|
||||
</html>
|
44
examples/example_glfw_metal/Makefile
Normal file
@ -0,0 +1,44 @@
|
||||
#
|
||||
# You will need GLFW (http://www.glfw.org):
|
||||
# brew install glfw
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_metal
|
||||
SOURCES = main.mm
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm
|
||||
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
%.o:%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
166
examples/example_glfw_metal/main.mm
Normal file
@ -0,0 +1,166 @@
|
||||
// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <GLFW/glfw3native.h>
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <QuartzCore/QuartzCore.h>
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Dear ImGui binding
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Setup window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Create window with graphics context
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplMetal_Init(device);
|
||||
|
||||
NSWindow *nswin = glfwGetCocoaWindow(window);
|
||||
CAMetalLayer *layer = [CAMetalLayer layer];
|
||||
layer.device = device;
|
||||
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||||
nswin.contentView.layer = layer;
|
||||
nswin.contentView.wantsLayer = YES;
|
||||
|
||||
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// 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.
|
||||
glfwPollEvents();
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
layer.drawableSize = CGSizeMake(width, height);
|
||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:drawable];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplMetal_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
@ -17,41 +17,48 @@
|
||||
EXE = example_glfw_opengl2
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL `pkg-config --static --libs glfw3`
|
||||
LIBS += -lGL `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS = -I../ -I../../ `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
#LIBS += -L/usr/local/lib -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,11 +90,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +104,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +120,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +140,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -153,6 +158,7 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
|
@ -28,6 +28,9 @@
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
|
@ -1,5 +1,5 @@
|
||||
// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
@ -10,8 +10,18 @@
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#ifdef __APPLE__
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
@ -23,27 +33,30 @@ int main(int, char**)
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL2 example", NULL, NULL);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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.
|
||||
// - 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
@ -70,48 +83,48 @@ int main(int, char**)
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
// Start the ImGui frame
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (show_demo_window)
|
||||
{
|
||||
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
|
||||
ImGui::Render();
|
||||
int display_w, display_h;
|
||||
@ -119,8 +132,14 @@ int main(int, char**)
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore current shader using the commented lines below.
|
||||
//GLint last_program;
|
||||
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
//glUseProgram(0);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
//glUseProgram(last_program);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
|
@ -17,42 +17,65 @@
|
||||
EXE = example_glfw_opengl3
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL LOADER
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## Using OpenGL loader: gl3w [default]
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
CXXFLAGS += -I../libs/gl3w
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
|
||||
## Using OpenGL loader: glad
|
||||
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
|
||||
# SOURCES += ../libs/glad/src/glad.c
|
||||
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL `pkg-config --static --libs glfw3`
|
||||
LIBS += -lGL `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
#LIBS += -L/usr/local/lib -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
@ -64,6 +87,7 @@ endif
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
# %.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
|
@ -1,3 +1,3 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,11 +90,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +104,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +120,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +140,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -153,6 +158,7 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
|
||||
|
@ -34,6 +34,9 @@
|
||||
<ClCompile Include="..\imgui_impl_opengl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
|
@ -1,16 +1,35 @@
|
||||
// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (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.)
|
||||
|
||||
#include "imgui.h"
|
||||
#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. You may freely use any other OpenGL loader such as: glew, glad, glLoadGen, etc.
|
||||
//#include <glew.h>
|
||||
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
#include <GL/glew.h> // Initialize with glewInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Initialize with gladLoadGL()
|
||||
#else
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
|
||||
// Include glfw3.h after our OpenGL definitions
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
@ -22,34 +41,65 @@ int main(int, char**)
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
#if __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
||||
#else
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
|
||||
#endif
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+OpenGL3 example", NULL, NULL);
|
||||
|
||||
// Create window with graphics context
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
|
||||
if (window == NULL)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
gl3wInit();
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
// Initialize OpenGL loader
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
bool err = gl3wInit() != 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
bool err = gladLoadGL() == 0;
|
||||
#else
|
||||
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
|
||||
#endif
|
||||
if (err)
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
|
||||
// Setup style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// 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.
|
||||
// - 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
@ -76,59 +126,57 @@ int main(int, char**)
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
// Start the ImGui frame
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (show_demo_window)
|
||||
{
|
||||
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
|
||||
ImGui::Render();
|
||||
int display_w, display_h;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
@ -1,3 +1,8 @@
|
||||
# Example usage:
|
||||
# mkdir build
|
||||
# cd build
|
||||
# cmake -g "Visual Studio 14 2015" ..
|
||||
|
||||
cmake_minimum_required(VERSION 2.8)
|
||||
project(imgui_example_glfw_vulkan C CXX)
|
||||
|
||||
@ -18,9 +23,9 @@ option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
|
||||
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
|
||||
include_directories(${GLFW_DIR}/include)
|
||||
|
||||
# ImGui
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR})
|
||||
include_directories(${IMGUI_DIR} ..)
|
||||
|
||||
# Libraries
|
||||
find_library(VULKAN_LIBRARY
|
||||
@ -32,5 +37,5 @@ include_directories(${GLFW_DIR}/deps)
|
||||
|
||||
file(GLOB sources *.cpp)
|
||||
|
||||
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
|
||||
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
|
||||
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,11 +90,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +104,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +120,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +140,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -153,6 +158,7 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
|
@ -28,6 +28,9 @@
|
||||
<ClCompile Include="..\imgui_impl_vulkan.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
|
@ -3,7 +3,7 @@ layout(location = 0) out vec4 fColor;
|
||||
|
||||
layout(set=0, binding=0) uniform sampler2D sTexture;
|
||||
|
||||
layout(location = 0) in struct{
|
||||
layout(location = 0) in struct {
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} In;
|
||||
|
@ -3,16 +3,16 @@ layout(location = 0) in vec2 aPos;
|
||||
layout(location = 1) in vec2 aUV;
|
||||
layout(location = 2) in vec4 aColor;
|
||||
|
||||
layout(push_constant) uniform uPushConstant{
|
||||
layout(push_constant) uniform uPushConstant {
|
||||
vec2 uScale;
|
||||
vec2 uTranslate;
|
||||
} pc;
|
||||
|
||||
out gl_PerVertex{
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
layout(location = 0) out struct{
|
||||
layout(location = 0) out struct {
|
||||
vec4 Color;
|
||||
vec2 UV;
|
||||
} Out;
|
||||
@ -21,5 +21,5 @@ void main()
|
||||
{
|
||||
Out.Color = aColor;
|
||||
Out.UV = aUV;
|
||||
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
|
||||
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
|
||||
}
|
||||
|
@ -1,5 +1,12 @@
|
||||
// ImGui - standalone example application for Glfw + Vulkan
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// dear imgui: standalone example application for Glfw + Vulkan
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
@ -11,24 +18,33 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <vulkan/vulkan.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
//#define IMGUI_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define IMGUI_VULKAN_DEBUG_REPORT
|
||||
#endif
|
||||
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static VkAllocationCallbacks* g_Allocator = NULL;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_WindowData g_WindowData;
|
||||
static bool g_ResizeWanted = false;
|
||||
static int g_ResizeWidth = 0, g_ResizeHeight = 0;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static int g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static int g_SwapChainResizeWidth = 0;
|
||||
static int g_SwapChainResizeHeight = 0;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@ -92,6 +108,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
// Create Vulkan Instance without any debug feature
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
IM_UNUSED(g_DebugReport);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -100,6 +117,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
uint32_t gpu_count;
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
|
||||
check_vk_result(err);
|
||||
IM_ASSERT(gpu_count > 0);
|
||||
|
||||
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
|
||||
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
|
||||
@ -125,7 +143,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
break;
|
||||
}
|
||||
free(queues);
|
||||
IM_ASSERT(g_QueueFamily != -1);
|
||||
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
|
||||
}
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
@ -176,7 +194,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
}
|
||||
}
|
||||
|
||||
static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
wd->Surface = surface;
|
||||
|
||||
@ -189,28 +209,27 @@ static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Get Surface Format
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Get Present Mode
|
||||
// Select Present Mode
|
||||
#ifdef IMGUI_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_mode = VK_PRESENT_MODE_MAILBOX_KHR;// VK_PRESENT_MODE_IMMEDIATE_KHR;
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR;
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_mode, 1);
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
@ -223,79 +242,86 @@ static void CleanupVulkan()
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void CleanupVulkanWindow()
|
||||
{
|
||||
VkResult err;
|
||||
|
||||
VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = wd->Framebuffer[wd->FrameIndex];
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
VkResult err;
|
||||
|
||||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record Imgui Draw Data and draw funcs into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &render_complete_semaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &render_complete_semaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
@ -305,20 +331,20 @@ static void glfw_error_callback(int error, const char* description)
|
||||
|
||||
static void glfw_resize_callback(GLFWwindow*, int w, int h)
|
||||
{
|
||||
g_ResizeWanted = true;
|
||||
g_ResizeWidth = w;
|
||||
g_ResizeHeight = h;
|
||||
g_SwapChainRebuild = true;
|
||||
g_SwapChainResizeWidth = w;
|
||||
g_SwapChainResizeHeight = h;
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
// Setup GLFW window
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui GLFW+Vulkan example", NULL, NULL);
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
|
||||
|
||||
// Setup Vulkan
|
||||
if (!glfwVulkanSupported())
|
||||
@ -339,20 +365,22 @@ int main(int, char**)
|
||||
int w, h;
|
||||
glfwGetFramebufferSize(window, &w, &h);
|
||||
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
|
||||
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
|
||||
SetupVulkanWindowData(wd, surface, w, h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup GLFW binding
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
|
||||
// Setup Vulkan binding
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
init_info.Instance = g_Instance;
|
||||
init_info.PhysicalDevice = g_PhysicalDevice;
|
||||
@ -362,16 +390,14 @@ int main(int, char**)
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// 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.
|
||||
// - 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
@ -411,7 +437,7 @@ int main(int, char**)
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_InvalidateFontUploadObjects();
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_demo_window = true;
|
||||
@ -427,58 +453,61 @@ int main(int, char**)
|
||||
// - 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.
|
||||
glfwPollEvents();
|
||||
if (g_ResizeWanted)
|
||||
{
|
||||
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
|
||||
g_ResizeWanted = false;
|
||||
}
|
||||
|
||||
// Start the ImGui frame
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color (nb: you could use (float*)&wd->ClearValue instead)
|
||||
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (show_demo_window)
|
||||
{
|
||||
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
|
||||
ImGui::Render();
|
||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
FrameRender(wd);
|
||||
FrameRender(wd);
|
||||
|
||||
FramePresent(wd);
|
||||
}
|
||||
@ -489,6 +518,8 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow();
|
||||
CleanupVulkan();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
68
examples/example_glut_opengl2/Makefile
Normal file
@ -0,0 +1,68 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# Linux:
|
||||
# apt-get install freeglut3-dev
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glut_opengl2
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glut.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -lglut
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework GLUT
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 -lglut
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
@ -20,30 +20,35 @@
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{F90D0333-5FB1-440D-918D-DD39A1B5187E}</ProjectGuid>
|
||||
<RootNamespace>example_freeglut_opengl2</RootNamespace>
|
||||
<RootNamespace>example_glut_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -153,7 +158,8 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_freeglut.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glut.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
@ -161,7 +167,7 @@
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_freeglut.h" />
|
||||
<ClInclude Include="..\imgui_impl_glut.h" />
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
@ -22,12 +22,15 @@
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_freeglut.cpp">
|
||||
<ClCompile Include="..\imgui_impl_glut.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -39,7 +42,7 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_freeglut.h">
|
||||
<ClInclude Include="..\imgui_impl_glut.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h">
|
||||
@ -52,4 +55,4 @@
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
@ -1,11 +1,18 @@
|
||||
// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
|
||||
// dear imgui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_freeglut.h"
|
||||
#include "../imgui_impl_glut.h"
|
||||
#include "../imgui_impl_opengl2.h"
|
||||
#include <GL/freeglut.h>
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/freeglut.h>
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed
|
||||
@ -17,53 +24,54 @@ static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
void my_display_code()
|
||||
{
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (show_demo_window)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
void glut_display_func()
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplFreeGLUT_NewFrame();
|
||||
ImGui_ImplGLUT_NewFrame();
|
||||
|
||||
my_display_code();
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
@ -81,35 +89,38 @@ void glut_display_func()
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
{
|
||||
// Create GLUT window
|
||||
glutInit(&argc, argv);
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
|
||||
#endif
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
|
||||
glutInitWindowSize(1280, 720);
|
||||
glutCreateWindow("ImGui FreeGLUT+OpenGL2 Example");
|
||||
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
|
||||
|
||||
// Setup GLUT display function
|
||||
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
|
||||
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
|
||||
glutDisplayFunc(glut_display_func);
|
||||
|
||||
// Setup ImGui binding
|
||||
// Setup Dear ImGui context
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
ImGui_ImplFreeGLUT_Init();
|
||||
ImGui_ImplFreeGLUT_InstallFuncs();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplGLUT_Init();
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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.
|
||||
// - 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
@ -126,7 +137,7 @@ int main(int argc, char** argv)
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplFreeGLUT_Shutdown();
|
||||
ImGui_ImplGLUT_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
return 0;
|
@ -1,8 +1,8 @@
|
||||
// ImGui - standalone example application for Marmalade
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// dear imgui: standalone example application for Marmalade
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of ImGui
|
||||
// This file is part of Dear ImGui
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_marmalade.h"
|
||||
@ -16,20 +16,22 @@ int main(int, char**)
|
||||
{
|
||||
IwGxInit();
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// Setup style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// 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.
|
||||
// - 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
@ -60,47 +62,47 @@ int main(int, char**)
|
||||
s3eKeyboardUpdate();
|
||||
s3ePointerUpdate();
|
||||
|
||||
// Start the ImGui frame
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_Marmalade_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (show_demo_window)
|
||||
{
|
||||
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
|
||||
ImGui::Render();
|
||||
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
|
||||
|
@ -33,6 +33,7 @@ files
|
||||
../../imgui.cpp
|
||||
../../imgui_demo.cpp
|
||||
../../imgui_draw.cpp
|
||||
../../imgui_widgets.cpp
|
||||
../../imconfig.h
|
||||
../../imgui.h
|
||||
../../imgui_internal.h
|
||||
|
59
examples/example_null/Makefile
Normal file
@ -0,0 +1,59 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
|
||||
EXE = example_null
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
# %.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
@ -1,4 +1,6 @@
|
||||
// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
|
||||
// dear imgui: null/dummy example application
|
||||
// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT)
|
||||
// This is useful to test building, but you cannot interact with anything here!
|
||||
#include "imgui.h"
|
||||
#include <stdio.h>
|
||||
|
||||
@ -13,7 +15,7 @@ int main(int, char**)
|
||||
int tex_w, tex_h;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h);
|
||||
|
||||
for (int n = 0; n < 50; n++)
|
||||
for (int n = 0; n < 20; n++)
|
||||
{
|
||||
printf("NewFrame() %d\n", n);
|
||||
io.DisplaySize = ImVec2(1920, 1080);
|
||||
|
@ -15,40 +15,49 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl_opengl2
|
||||
SOURCES = main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL -ldl `sdl2-config --libs`
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS = -I ../ -I../../ `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS = -I ../ -I../../ -I/usr/local/include `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS = -I ../ -I../../ `pkg-config --cflags sdl2`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
@ -4,19 +4,22 @@
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I %SDL2DIR%\include /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
||||
|
@ -1,3 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
set OUT_DIR=Debug
|
||||
set OUT_EXE=example_sdl_opengl2
|
||||
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include
|
||||
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
@ -21,29 +21,34 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
@ -85,7 +90,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -99,7 +104,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -115,7 +120,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -135,7 +140,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -153,6 +158,7 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_sdl.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
|
@ -28,6 +28,9 @@
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
|
@ -1,5 +1,5 @@
|
||||
// ImGui - standalone example application for SDL2 + OpenGL
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// dear imgui: standalone example application for SDL2 + OpenGL
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
@ -16,7 +16,7 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
@ -28,28 +28,30 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window* window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui binding
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Setup style
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// 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.
|
||||
// - 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.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
@ -83,48 +85,48 @@ int main(int, char**)
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Start the ImGui frame
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
|
||||
if (show_demo_window)
|
||||
{
|
||||
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
|
||||
ImGui::Render();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
|
@ -17,40 +17,64 @@
|
||||
EXE = example_sdl_opengl3
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL LOADER
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## Using OpenGL loader: gl3w [default]
|
||||
SOURCES += ../libs/gl3w/GL/gl3w.c
|
||||
CXXFLAGS += -I../libs/gl3w
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
|
||||
## Using OpenGL loader: glad
|
||||
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
|
||||
# SOURCES += ../libs/glad/src/glad.c
|
||||
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = -lGL -ldl `sdl2-config --libs`
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "Windows"
|
||||
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I../libs/gl3w `pkg-config --cflags sdl2`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
@ -4,19 +4,22 @@
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../libs/gl3w main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
||||
|