mirror of
https://github.com/Drezil/imgui.git
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Compare commits
442 Commits
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dca7c3c629 |
1
.github/FUNDING.yml
vendored
Normal file
1
.github/FUNDING.yml
vendored
Normal file
@ -0,0 +1 @@
|
||||
custom: ['https://github.com/ocornut/imgui/wiki/Sponsors']
|
93
.github/workflows/build.yml
vendored
93
.github/workflows/build.yml
vendored
@ -49,7 +49,8 @@ jobs:
|
||||
shell: cmd
|
||||
run: |
|
||||
cd examples\example_null
|
||||
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4
|
||||
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
|
||||
.\build_win32.bat /W4
|
||||
|
||||
- name: Build example_null (single file build)
|
||||
shell: bash
|
||||
@ -71,14 +72,14 @@ jobs:
|
||||
- name: Build example_null (as DLL)
|
||||
shell: cmd
|
||||
run: |
|
||||
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64
|
||||
echo '#ifdef _EXPORT' > example_single_file.cpp
|
||||
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
|
||||
echo '#else' >> example_single_file.cpp
|
||||
echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp
|
||||
echo '#endif' >> example_single_file.cpp
|
||||
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
|
||||
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
|
||||
call "%VS_PATH%\VC\Auxiliary\Build\vcvars64.bat"
|
||||
echo #ifdef _EXPORT > example_single_file.cpp
|
||||
echo # define IMGUI_API __declspec(dllexport) >> example_single_file.cpp
|
||||
echo #else >> example_single_file.cpp
|
||||
echo # define IMGUI_API __declspec(dllimport) >> example_single_file.cpp
|
||||
echo #endif >> example_single_file.cpp
|
||||
echo #define IMGUI_IMPLEMENTATION >> example_single_file.cpp
|
||||
echo #include "misc/single_file/imgui_single_file.h" >> example_single_file.cpp
|
||||
cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
|
||||
cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
|
||||
|
||||
@ -180,7 +181,7 @@ jobs:
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
Linux:
|
||||
runs-on: ubuntu-18.04
|
||||
runs-on: ubuntu-20.04
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
@ -389,45 +390,43 @@ jobs:
|
||||
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
|
||||
tar -xvf master.tar.gz
|
||||
emsdk-master/emsdk update
|
||||
emsdk-master/emsdk install latest-fastcomp
|
||||
emsdk-master/emsdk activate latest-fastcomp
|
||||
emsdk-master/emsdk install latest
|
||||
emsdk-master/emsdk activate latest
|
||||
|
||||
- name: Build example_emscripten
|
||||
- name: Build example_emscripten_opengl3
|
||||
run: |
|
||||
source emsdk-master/emsdk_env.sh
|
||||
make -C examples/example_emscripten
|
||||
pushd emsdk-master
|
||||
source ./emsdk_env.sh
|
||||
popd
|
||||
make -C examples/example_emscripten_opengl3
|
||||
|
||||
Static-Analysis:
|
||||
Discord-CI:
|
||||
runs-on: ubuntu-18.04
|
||||
if: always()
|
||||
needs: [Windows, Linux, MacOS, iOS, Emscripten]
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
- name: Install Dependencies
|
||||
env:
|
||||
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
|
||||
run: |
|
||||
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
|
||||
then
|
||||
echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic
|
||||
wget -q https://files.viva64.com/etc/pubkey.txt
|
||||
sudo apt-key add pubkey.txt
|
||||
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y pvs-studio
|
||||
fi
|
||||
|
||||
- name: PVS-Studio static analysis
|
||||
run: |
|
||||
if [[ ! -f pvs-studio.lic ]];
|
||||
then
|
||||
echo "PVS Studio license is missing. No analysis will be performed."
|
||||
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
|
||||
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
|
||||
exit 0
|
||||
fi
|
||||
cd examples/example_null
|
||||
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
|
||||
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
|
||||
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log
|
||||
- uses: dearimgui/github_discord_notifier@latest
|
||||
with:
|
||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||
github-token: ${{ github.token }}
|
||||
action-task: discord-jobs
|
||||
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||
discord-username: GitHub Actions
|
||||
discord-job-new-failure-message: ''
|
||||
discord-job-fixed-failure-message: ''
|
||||
discord-job-new-failure-embed: |
|
||||
{
|
||||
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
|
||||
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke [{{ job.name }}]({{ job.url }}) build job.\nFailing steps: {{ failing_steps }}",
|
||||
"url": "{{ job.url }}",
|
||||
"color": "0xFF0000",
|
||||
"timestamp": "{{ run.updated_at }}"
|
||||
}
|
||||
discord-job-fixed-failure-embed: |
|
||||
{
|
||||
"title": "`{{ github.branch }}` branch is no longer failing!",
|
||||
"description": "Build failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
|
||||
"color": "0x00FF00",
|
||||
"url": "{{ github.context.payload.head_commit.url }}",
|
||||
"timestamp": "{{ run.completed_at }}"
|
||||
}
|
||||
|
73
.github/workflows/static-analysis.yml
vendored
Normal file
73
.github/workflows/static-analysis.yml
vendored
Normal file
@ -0,0 +1,73 @@
|
||||
name: static-analysis
|
||||
|
||||
on:
|
||||
push: {}
|
||||
pull_request: {}
|
||||
|
||||
jobs:
|
||||
PVS-Studio:
|
||||
runs-on: ubuntu-18.04
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
- name: Install Dependencies
|
||||
env:
|
||||
# The Secret variable setup in GitHub must be in format: "name_or_email key", on a single line
|
||||
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
|
||||
run: |
|
||||
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
|
||||
then
|
||||
wget -q https://files.viva64.com/etc/pubkey.txt
|
||||
sudo apt-key add pubkey.txt
|
||||
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y pvs-studio
|
||||
pvs-studio-analyzer credentials -o pvs-studio.lic $PVS_STUDIO_LICENSE
|
||||
fi
|
||||
|
||||
- name: PVS-Studio static analysis
|
||||
run: |
|
||||
if [[ ! -f pvs-studio.lic ]];
|
||||
then
|
||||
echo "PVS Studio license is missing. No analysis will be performed."
|
||||
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
|
||||
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
|
||||
exit 0
|
||||
fi
|
||||
cd examples/example_null
|
||||
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
|
||||
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
|
||||
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log
|
||||
|
||||
Discord-CI:
|
||||
runs-on: ubuntu-18.04
|
||||
needs: [PVS-Studio]
|
||||
if: always()
|
||||
steps:
|
||||
- uses: dearimgui/github_discord_notifier@latest
|
||||
with:
|
||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||
github-token: ${{ github.token }}
|
||||
action-task: discord-jobs
|
||||
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||
discord-username: GitHub Actions
|
||||
discord-job-new-failure-message: ''
|
||||
discord-job-fixed-failure-message: ''
|
||||
discord-job-new-failure-embed: |
|
||||
{
|
||||
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
|
||||
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke static analysis [{{ job.name }}]({{ job.url }}) job.\nFailing steps: {{ failing_steps }}",
|
||||
"url": "{{ job.url }}",
|
||||
"color": "0xFF0000",
|
||||
"timestamp": "{{ run.updated_at }}"
|
||||
}
|
||||
discord-job-fixed-failure-embed: |
|
||||
{
|
||||
"title": "`{{ github.branch }}` branch is no longer failing!",
|
||||
"description": "Static analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
|
||||
"color": "0x00FF00",
|
||||
"url": "{{ github.context.payload.head_commit.url }}",
|
||||
"timestamp": "{{ run.completed_at }}"
|
||||
}
|
2
.gitignore
vendored
2
.gitignore
vendored
@ -34,7 +34,7 @@ xcuserdata
|
||||
examples/*.o.tmp
|
||||
examples/*.out.js
|
||||
examples/*.out.wasm
|
||||
examples/example_emscripten/example_emscripten.*
|
||||
examples/example_emscripten_opengl3/web/*
|
||||
|
||||
## JetBrains IDE artifacts
|
||||
.idea
|
||||
|
@ -1,6 +1,6 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2020 Omar Cornut
|
||||
Copyright (c) 2014-2021 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
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Renderer + Platform Binding for Allegro 5
|
||||
// dear imgui: Renderer + Platform Backend for Allegro 5
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
@ -9,12 +9,13 @@
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction.
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
|
||||
@ -85,7 +86,6 @@ static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data)
|
||||
}
|
||||
|
||||
// Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@ -174,7 +174,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
@ -182,7 +182,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
// Create texture
|
||||
int flags = al_get_new_bitmap_flags();
|
||||
int fmt = al_get_new_bitmap_format();
|
||||
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
|
||||
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR);
|
||||
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
|
||||
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
|
||||
al_set_new_bitmap_flags(flags);
|
||||
@ -190,13 +190,13 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
if (!img)
|
||||
return false;
|
||||
|
||||
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
|
||||
ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
|
||||
if (!locked_img)
|
||||
{
|
||||
al_destroy_bitmap(img);
|
||||
return false;
|
||||
}
|
||||
memcpy(locked_img->data, pixels, sizeof(int)*width*height);
|
||||
memcpy(locked_img->data, pixels, sizeof(int) * width * height);
|
||||
al_unlock_bitmap(img);
|
||||
|
||||
// Convert software texture to hardware texture.
|
||||
@ -211,7 +211,7 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects()
|
||||
|
||||
// Create an invisible mouse cursor
|
||||
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
|
||||
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
|
||||
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8);
|
||||
g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
|
||||
al_destroy_bitmap(mouse_cursor);
|
||||
|
||||
@ -252,7 +252,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
g_Display = display;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
|
||||
@ -322,7 +322,7 @@ void ImGui_ImplAllegro5_Shutdown()
|
||||
// - 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.
|
||||
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
@ -332,7 +332,7 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
if (ev->mouse.display == g_Display)
|
||||
{
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
io.MouseWheelH += ev->mouse.dw;
|
||||
io.MouseWheelH -= ev->mouse.dw;
|
||||
io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
|
||||
}
|
||||
return true;
|
||||
@ -403,7 +403,7 @@ void ImGui_ImplAllegro5_NewFrame()
|
||||
if (!g_Texture)
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
@ -413,7 +413,7 @@ void ImGui_ImplAllegro5_NewFrame()
|
||||
|
||||
// Setup time step
|
||||
double current_time = al_get_time();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Renderer + Platform Binding for Allegro 5
|
||||
// dear imgui: Renderer + Platform Backend for Allegro 5
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
@ -9,9 +9,9 @@
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for DirectX10
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX10
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -19,7 +19,7 @@
|
||||
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
|
||||
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
|
||||
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2016-05-07: DirectX10: Disabling depth-write.
|
||||
@ -90,7 +90,6 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@ -287,7 +286,7 @@ static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D *pTexture = NULL;
|
||||
ID3D10Texture2D* pTexture = NULL;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
@ -498,7 +497,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for DirectX10
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX10
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -94,7 +94,6 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@ -299,7 +298,7 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D11Texture2D *pTexture = NULL;
|
||||
ID3D11Texture2D* pTexture = NULL;
|
||||
D3D11_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = desc.Width * 4;
|
||||
@ -510,7 +509,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for DirectX11
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX11
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
@ -1,18 +1,23 @@
|
||||
// dear imgui: Renderer for DirectX12
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX12
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
|
||||
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
|
||||
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
|
||||
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
@ -124,7 +129,6 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@ -232,9 +236,12 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
{
|
||||
// Apply Scissor, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
if (r.right > r.left && r.bottom > r.top)
|
||||
{
|
||||
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
@ -359,7 +366,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
hr = cmdList->Close();
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
|
||||
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
|
||||
hr = cmdQueue->Signal(fence, 1);
|
||||
IM_ASSERT(SUCCEEDED(hr));
|
||||
|
||||
@ -446,8 +453,34 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
|
||||
|
||||
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
|
||||
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
|
||||
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
|
||||
if (d3d12_dll == NULL)
|
||||
{
|
||||
// Attempt to load d3d12.dll from local directories. This will only succeed if
|
||||
// (1) the current OS is Windows 7, and
|
||||
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
|
||||
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
||||
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
||||
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
|
||||
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
|
||||
break;
|
||||
|
||||
// If failed, we are on Windows >= 10.
|
||||
if (d3d12_dll == NULL)
|
||||
d3d12_dll = ::LoadLibraryA("d3d12.dll");
|
||||
|
||||
if (d3d12_dll == NULL)
|
||||
return false;
|
||||
}
|
||||
|
||||
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
||||
if (D3D12SerializeRootSignatureFn == NULL)
|
||||
return false;
|
||||
|
||||
ID3DBlob* blob = NULL;
|
||||
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
||||
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
||||
return false;
|
||||
|
||||
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
|
||||
@ -509,7 +542,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
@ -619,7 +653,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
@ -1,19 +1,26 @@
|
||||
// dear imgui: Renderer for DirectX12
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX12
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
#pragma warning (disable: 4471) // a forward declaration of an unscoped enumeration must have an underlying type
|
||||
#endif
|
||||
|
||||
enum DXGI_FORMAT;
|
||||
struct ID3D12Device;
|
||||
struct ID3D12DescriptorHeap;
|
||||
@ -34,3 +41,8 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
|
||||
// Use if you want to reset your rendering device without losing Dear ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (pop)
|
||||
#endif
|
||||
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for DirectX9
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX9
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -102,7 +102,6 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
}
|
||||
|
||||
// Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@ -199,7 +198,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
|
||||
g_pd3dDevice->SetTexture(0, texture);
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
@ -218,7 +217,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
@ -250,7 +249,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
||||
memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
||||
g_FontTexture->UnlockRect(0);
|
||||
|
||||
// Store our identifier
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for DirectX9
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
// dear imgui: Renderer Backend for DirectX9
|
||||
// This needs to be used along with a Platform Backend (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Platform Binding for GLFW
|
||||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
// (Requires: GLFW 3.1+)
|
||||
@ -9,9 +9,9 @@
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -143,7 +143,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
@ -345,7 +345,7 @@ static void ImGui_ImplGlfw_UpdateGamepads()
|
||||
void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
@ -358,7 +358,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplGlfw_UpdateMousePosAndButtons();
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Platform Binding for GLFW
|
||||
// dear imgui: Platform Backend for GLFW
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
|
||||
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
@ -8,9 +8,9 @@
|
||||
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
|
||||
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL.
|
@ -1,8 +1,8 @@
|
||||
// dear imgui: Platform Binding for GLUT/FreeGLUT
|
||||
// dear imgui: Platform Backend for GLUT/FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// !!! 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 2020, you are being abused. Please show some resistance. !!!
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Issues:
|
||||
@ -11,9 +11,9 @@
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -25,9 +25,9 @@
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glut.h"
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/freeglut.h>
|
||||
#include <GL/freeglut.h>
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
@ -41,9 +41,9 @@ bool ImGui_ImplGLUT_Init()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
#ifdef FREEGLUT
|
||||
io.BackendPlatformName ="imgui_impl_glut (freeglut)";
|
||||
io.BackendPlatformName = "imgui_impl_glut (freeglut)";
|
||||
#else
|
||||
io.BackendPlatformName ="imgui_impl_glut";
|
||||
io.BackendPlatformName = "imgui_impl_glut";
|
||||
#endif
|
||||
|
||||
g_Time = 0;
|
@ -1,8 +1,8 @@
|
||||
// dear imgui: Platform Binding for GLUT/FreeGLUT
|
||||
// dear imgui: Platform Backend for GLUT/FreeGLUT
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2)
|
||||
|
||||
// !!! 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 2020, you are being abused. Please show some resistance. !!!
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Issues:
|
||||
@ -11,9 +11,9 @@
|
||||
// [ ] Platform: Missing clipboard support (not supported by Glut).
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
|
||||
// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
@ -6,9 +6,9 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Clipping rectangles are not honored.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -36,10 +36,9 @@ static char* g_ClipboardText = NULL;
|
||||
static bool g_osdKeyboardEnabled = false;
|
||||
|
||||
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
|
||||
static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
|
||||
static ImVec2 g_RenderScale = ImVec2(1.0f, 1.0f);
|
||||
|
||||
// Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized
|
||||
@ -272,18 +271,18 @@ void ImGui_Marmalade_NewFrame()
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
io.DisplayFramebufferScale = g_scale;
|
||||
|
||||
// Setup time step
|
||||
double current_time = s3eTimerGetUST() / 1000.0f;
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
double mouse_x, mouse_y;
|
||||
mouse_x = s3ePointerGetX();
|
||||
mouse_y = s3ePointerGetY();
|
||||
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
|
||||
io.MousePos = ImVec2((float)mouse_x / g_scale.x, (float)mouse_y / g_scale.y); // Mouse position (set to -FLT_MAX,-FLT_MAX if no mouse / on another screen, etc.)
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
@ -294,7 +293,7 @@ void ImGui_Marmalade_NewFrame()
|
||||
// TODO: Hide OS mouse cursor if ImGui is drawing it
|
||||
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
|
||||
|
||||
// Show/hide OSD keyboard
|
||||
// Show/hide OSD keyboard
|
||||
if (io.WantTextInput)
|
||||
{
|
||||
// Some text input widget is active?
|
@ -1,12 +1,12 @@
|
||||
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
|
||||
// dear imgui: Renderer + Platform Backend for Marmalade + IwGx
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for Metal
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
// dear imgui: Renderer Backend for Metal
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@ -16,7 +16,7 @@
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor *renderPassDescriptor);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
|
||||
IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,
|
||||
id<MTLCommandBuffer> commandBuffer,
|
||||
id<MTLRenderCommandEncoder> commandEncoder);
|
@ -1,13 +1,13 @@
|
||||
// dear imgui: Renderer for Metal
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
// dear imgui: Renderer Backend for Metal
|
||||
// This needs to be used along with a Platform Backend (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -234,8 +234,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
MTLTextureDescriptor *textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm
|
||||
width:width
|
||||
height:height
|
||||
width:(NSUInteger)width
|
||||
height:(NSUInteger)height
|
||||
mipmapped:NO];
|
||||
textureDescriptor.usage = MTLTextureUsageShaderRead;
|
||||
#if TARGET_OS_OSX
|
||||
@ -244,7 +244,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
textureDescriptor.storageMode = MTLStorageModeShared;
|
||||
#endif
|
||||
id <MTLTexture> texture = [device newTextureWithDescriptor:textureDescriptor];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, width, height) mipmapLevel:0 withBytes:pixels bytesPerRow:width * 4];
|
||||
[texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4];
|
||||
self.fontTexture = texture;
|
||||
}
|
||||
|
||||
@ -435,8 +435,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
|
||||
float T = drawData->DisplayPos.y;
|
||||
float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
|
||||
float N = viewport.znear;
|
||||
float F = viewport.zfar;
|
||||
float N = (float)viewport.znear;
|
||||
float F = (float)viewport.zfar;
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
@ -464,8 +464,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
|
||||
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
|
||||
|
||||
size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert);
|
||||
size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx);
|
||||
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
|
||||
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
|
||||
|
||||
@ -482,8 +482,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
|
||||
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
@ -533,8 +533,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
vertexBufferOffset += (size_t)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
indexBufferOffset += (size_t)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
__weak id weakSelf = self;
|
@ -1,12 +1,12 @@
|
||||
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
@ -18,7 +18,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications.
|
||||
// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
@ -58,7 +59,7 @@ static GLuint g_FontTexture = 0;
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
return true;
|
||||
@ -82,23 +83,29 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
|
||||
// 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 lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
|
||||
// GLint last_program;
|
||||
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
// glUseProgram(0);
|
||||
// ImGui_ImplOpenGL2_RenderDrawData(...);
|
||||
// glUseProgram(last_program)
|
||||
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
||||
// (DO NOT MODIFY THIS FILE! Add the code in your calling function)
|
||||
// GLint last_program;
|
||||
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
// glUseProgram(0);
|
||||
// ImGui_ImplOpenGL2_RenderDrawData(...);
|
||||
// glUseProgram(last_program)
|
||||
// There are potentially many more states you could need to clear/setup that we can't access from default headers.
|
||||
// e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP).
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
@ -113,8 +120,8 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
}
|
||||
|
||||
// OpenGL2 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
@ -128,6 +135,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
|
||||
GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model);
|
||||
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
|
||||
@ -196,6 +204,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
|
||||
glShadeModel(last_shade_model);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
|
||||
}
|
||||
|
@ -1,12 +1,12 @@
|
||||
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
@ -1,18 +1,23 @@
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state.
|
||||
// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state.
|
||||
// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x)
|
||||
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
|
||||
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
|
||||
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
|
||||
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
|
||||
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
|
||||
@ -24,7 +29,7 @@
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
@ -80,7 +85,6 @@
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
@ -101,6 +105,8 @@
|
||||
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
#include <glad/gl.h> // Needs to be initialized with gladLoadGL(...) or gladLoaderLoadGL() in user's code.
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
#ifndef GLFW_INCLUDE_NONE
|
||||
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
|
||||
@ -121,10 +127,18 @@ using namespace gl;
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.3+ has glBindSampler()
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
@ -141,18 +155,25 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Query for GL version (e.g. 320 for GL 3.2)
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
GLint major, minor;
|
||||
GLint major = 0;
|
||||
GLint minor = 0;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
if (major == 0 && minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
const char* gl_version = (const char*)glGetString(GL_VERSION);
|
||||
sscanf(gl_version, "%d.%d", &major, &minor);
|
||||
}
|
||||
g_GlVersion = (GLuint)(major * 100 + minor * 10);
|
||||
#else
|
||||
g_GlVersion = 200; // GLES 2
|
||||
#endif
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
@ -176,7 +197,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// Debugging construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash below.
|
||||
@ -189,6 +210,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
gl_loader = "GLEW";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
gl_loader = "GLAD";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
gl_loader = "GLAD2";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
gl_loader = "glbinding2";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
|
||||
@ -199,7 +222,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
gl_loader = "none";
|
||||
#endif
|
||||
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// Make an arbitrary GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
GLint current_texture;
|
||||
@ -227,14 +250,19 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (g_GlVersion >= 310)
|
||||
glDisable(GL_PRIMITIVE_RESTART);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
#endif
|
||||
|
||||
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
|
||||
bool clip_origin_lower_left = true;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
bool clip_origin_lower_left = true;
|
||||
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin);
|
||||
if (current_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
@ -247,7 +275,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
float T = draw_data->DisplayPos.y;
|
||||
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
|
||||
#endif
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
@ -258,8 +288,10 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (g_GlVersion >= 330)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
(void)vertex_array_object;
|
||||
@ -279,8 +311,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
|
||||
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly.
|
||||
// This is in order to be able to run within an OpenGL engine that doesn't do so.
|
||||
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
@ -294,8 +326,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
|
||||
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
#endif
|
||||
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
@ -315,7 +347,11 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
|
||||
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
GLboolean last_enable_primitive_restart = (g_GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE;
|
||||
#endif
|
||||
|
||||
// Setup desired GL state
|
||||
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
|
||||
@ -367,7 +403,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 320)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
else
|
||||
@ -386,8 +422,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (g_GlVersion >= 330)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
@ -399,7 +436,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
|
||||
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
|
||||
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
|
||||
if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST);
|
||||
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART
|
||||
if (g_GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); }
|
||||
#endif
|
||||
|
||||
#ifdef GL_POLYGON_MODE
|
||||
glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);
|
||||
#endif
|
@ -1,15 +1,15 @@
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
@ -49,6 +49,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
@ -68,6 +69,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#elif __has_include(<glad/glad.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#elif __has_include(<glad/gl.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD2
|
||||
#elif __has_include(<GL/gl3w.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#elif __has_include(<glbinding/glbinding.h>)
|
23
backends/imgui_impl_osx.h
Normal file
23
backends/imgui_impl_osx.h
Normal file
@ -0,0 +1,23 @@
|
||||
// dear imgui: Platform Backend for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@class NSEvent;
|
||||
@class NSView;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
|
||||
IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent* _Nonnull event, NSView* _Nullable view);
|
@ -1,19 +1,24 @@
|
||||
// dear imgui: Platform Binding for OSX / Cocoa
|
||||
// dear imgui: Platform Backend for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
|
||||
// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
#import <Cocoa/Cocoa.h>
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-10-28: Inputs: Added a fix for handling keypad-enter key.
|
||||
// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-10-11: Inputs: Fix using Backspace key.
|
||||
@ -44,7 +49,7 @@ bool ImGui_ImplOSX_Init()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
@ -68,7 +73,7 @@ bool ImGui_ImplOSX_Init()
|
||||
io.KeyMap[ImGuiKey_Space] = 32;
|
||||
io.KeyMap[ImGuiKey_Enter] = 13;
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = 3;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
@ -166,7 +171,7 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (view)
|
||||
{
|
||||
const float dpi = [view.window backingScaleFactor];
|
||||
const float dpi = (float)[view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
}
|
||||
@ -175,7 +180,7 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
if (g_Time == 0.0)
|
||||
g_Time = CFAbsoluteTimeGetCurrent();
|
||||
CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
|
||||
io.DeltaTime = current_time - g_Time;
|
||||
io.DeltaTime = (float)(current_time - g_Time);
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplOSX_UpdateMouseCursorAndButtons();
|
||||
@ -226,7 +231,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
NSPoint mousePoint = event.locationInWindow;
|
||||
mousePoint = [view convertPoint:mousePoint fromView:nil];
|
||||
mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);
|
||||
io.MousePos = ImVec2(mousePoint.x, mousePoint.y);
|
||||
io.MousePos = ImVec2((float)mousePoint.x, (float)mousePoint.y);
|
||||
}
|
||||
|
||||
if (event.type == NSEventTypeScrollWheel)
|
||||
@ -253,9 +258,9 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
}
|
||||
|
||||
if (fabs(wheel_dx) > 0.0)
|
||||
io.MouseWheelH += wheel_dx * 0.1f;
|
||||
io.MouseWheelH += (float)wheel_dx * 0.1f;
|
||||
if (fabs(wheel_dy) > 0.0)
|
||||
io.MouseWheel += wheel_dy * 0.1f;
|
||||
io.MouseWheel += (float)wheel_dy * 0.1f;
|
||||
return io.WantCaptureMouse;
|
||||
}
|
||||
|
||||
@ -263,8 +268,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
if (event.type == NSEventTypeKeyDown)
|
||||
{
|
||||
NSString* str = [event characters];
|
||||
int len = (int)[str length];
|
||||
for (int i = 0; i < len; i++)
|
||||
NSUInteger len = [str length];
|
||||
for (NSUInteger i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
|
||||
@ -283,8 +288,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
if (event.type == NSEventTypeKeyUp)
|
||||
{
|
||||
NSString* str = [event characters];
|
||||
int len = (int)[str length];
|
||||
for (int i = 0; i < len; i++)
|
||||
NSUInteger len = [str length];
|
||||
for (NSUInteger i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
int key = mapCharacterToKey(c);
|
||||
@ -296,7 +301,6 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
|
||||
if (event.type == NSEventTypeFlagsChanged)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned int flags = [event modifierFlags] & NSEventModifierFlagDeviceIndependentFlagsMask;
|
||||
|
||||
bool oldKeyCtrl = io.KeyCtrl;
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Platform Binding for SDL2
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
|
||||
@ -11,9 +11,9 @@
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@ -132,7 +132,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
@ -343,7 +343,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
|
||||
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Platform Binding for SDL2
|
||||
// dear imgui: Platform Backend for SDL2
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
@ -10,9 +10,9 @@
|
||||
// Missing features:
|
||||
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
@ -1,27 +1,29 @@
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// dear imgui: Renderer Backend for Vulkan
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// 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.
|
||||
// You will use those if you want to use this rendering backend 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.
|
||||
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation.
|
||||
// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
|
||||
// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
|
||||
// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
|
||||
// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
|
||||
@ -34,7 +36,7 @@
|
||||
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
|
||||
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
|
||||
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example.
|
||||
// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-03-03: Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use.
|
||||
@ -80,6 +82,9 @@ static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
|
||||
static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
|
||||
static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
|
||||
static VkPipeline g_Pipeline = VK_NULL_HANDLE;
|
||||
static uint32_t g_Subpass = 0;
|
||||
static VkShaderModule g_ShaderModuleVert;
|
||||
static VkShaderModule g_ShaderModuleFrag;
|
||||
|
||||
// Font data
|
||||
static VkSampler g_FontSampler = VK_NULL_HANDLE;
|
||||
@ -221,7 +226,7 @@ static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, ui
|
||||
VkPhysicalDeviceMemoryProperties prop;
|
||||
vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop);
|
||||
for (uint32_t i = 0; i < prop.memoryTypeCount; i++)
|
||||
if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1<<i))
|
||||
if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i))
|
||||
return i;
|
||||
return 0xFFFFFFFF; // Unable to find memoryType
|
||||
}
|
||||
@ -266,11 +271,11 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
p_buffer_size = new_size;
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
{
|
||||
// Bind pipeline and descriptor sets:
|
||||
{
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
|
||||
}
|
||||
@ -311,8 +316,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu
|
||||
}
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
|
||||
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
|
||||
{
|
||||
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
|
||||
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
@ -321,6 +325,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
return;
|
||||
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
if (pipeline == VK_NULL_HANDLE)
|
||||
pipeline = g_Pipeline;
|
||||
|
||||
// Allocate array to store enough vertex/index buffers
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers;
|
||||
@ -374,7 +380,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
}
|
||||
|
||||
// Setup desired Vulkan state
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
@ -395,7 +401,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
@ -442,7 +448,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
size_t upload_size = width*height*4*sizeof(char);
|
||||
size_t upload_size = width * height * 4 * sizeof(char);
|
||||
|
||||
VkResult err;
|
||||
|
||||
@ -586,28 +592,200 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkResult err;
|
||||
VkShaderModule vert_module;
|
||||
VkShaderModule frag_module;
|
||||
|
||||
// Create The Shader Modules:
|
||||
// Create the shader modules
|
||||
if (g_ShaderModuleVert == NULL)
|
||||
{
|
||||
VkShaderModuleCreateInfo vert_info = {};
|
||||
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
|
||||
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
|
||||
err = vkCreateShaderModule(v->Device, &vert_info, v->Allocator, &vert_module);
|
||||
VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &g_ShaderModuleVert);
|
||||
check_vk_result(err);
|
||||
}
|
||||
if (g_ShaderModuleFrag == NULL)
|
||||
{
|
||||
VkShaderModuleCreateInfo frag_info = {};
|
||||
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
|
||||
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
|
||||
err = vkCreateShaderModule(v->Device, &frag_info, v->Allocator, &frag_module);
|
||||
VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &g_ShaderModuleFrag);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_FontSampler)
|
||||
return;
|
||||
|
||||
VkSamplerCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||
info.magFilter = VK_FILTER_LINEAR;
|
||||
info.minFilter = VK_FILTER_LINEAR;
|
||||
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
||||
info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
info.maxAnisotropy = 1.0f;
|
||||
VkResult err = vkCreateSampler(device, &info, allocator, &g_FontSampler);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_DescriptorSetLayout)
|
||||
return;
|
||||
|
||||
ImGui_ImplVulkan_CreateFontSampler(device, allocator);
|
||||
VkSampler sampler[1] = { g_FontSampler };
|
||||
VkDescriptorSetLayoutBinding binding[1] = {};
|
||||
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
binding[0].descriptorCount = 1;
|
||||
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
binding[0].pImmutableSamplers = sampler;
|
||||
VkDescriptorSetLayoutCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||
info.bindingCount = 1;
|
||||
info.pBindings = binding;
|
||||
VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &g_DescriptorSetLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_PipelineLayout)
|
||||
return;
|
||||
|
||||
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
|
||||
ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator);
|
||||
VkPushConstantRange push_constants[1] = {};
|
||||
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
push_constants[0].offset = sizeof(float) * 0;
|
||||
push_constants[0].size = sizeof(float) * 4;
|
||||
VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
|
||||
VkPipelineLayoutCreateInfo layout_info = {};
|
||||
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
layout_info.setLayoutCount = 1;
|
||||
layout_info.pSetLayouts = set_layout;
|
||||
layout_info.pushConstantRangeCount = 1;
|
||||
layout_info.pPushConstantRanges = push_constants;
|
||||
VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &g_PipelineLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass)
|
||||
{
|
||||
ImGui_ImplVulkan_CreateShaderModules(device, allocator);
|
||||
|
||||
VkPipelineShaderStageCreateInfo stage[2] = {};
|
||||
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
stage[0].module = g_ShaderModuleVert;
|
||||
stage[0].pName = "main";
|
||||
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
stage[1].module = g_ShaderModuleFrag;
|
||||
stage[1].pName = "main";
|
||||
|
||||
VkVertexInputBindingDescription binding_desc[1] = {};
|
||||
binding_desc[0].stride = sizeof(ImDrawVert);
|
||||
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
||||
|
||||
VkVertexInputAttributeDescription attribute_desc[3] = {};
|
||||
attribute_desc[0].location = 0;
|
||||
attribute_desc[0].binding = binding_desc[0].binding;
|
||||
attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
attribute_desc[1].location = 1;
|
||||
attribute_desc[1].binding = binding_desc[0].binding;
|
||||
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
attribute_desc[2].location = 2;
|
||||
attribute_desc[2].binding = binding_desc[0].binding;
|
||||
attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_info = {};
|
||||
vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
vertex_info.vertexBindingDescriptionCount = 1;
|
||||
vertex_info.pVertexBindingDescriptions = binding_desc;
|
||||
vertex_info.vertexAttributeDescriptionCount = 3;
|
||||
vertex_info.pVertexAttributeDescriptions = attribute_desc;
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo ia_info = {};
|
||||
ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
||||
ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewport_info = {};
|
||||
viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
||||
viewport_info.viewportCount = 1;
|
||||
viewport_info.scissorCount = 1;
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo raster_info = {};
|
||||
raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
|
||||
raster_info.polygonMode = VK_POLYGON_MODE_FILL;
|
||||
raster_info.cullMode = VK_CULL_MODE_NONE;
|
||||
raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
|
||||
raster_info.lineWidth = 1.0f;
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
|
||||
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depth_info = {};
|
||||
depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo blend_info = {};
|
||||
blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
|
||||
blend_info.attachmentCount = 1;
|
||||
blend_info.pAttachments = color_attachment;
|
||||
|
||||
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
||||
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
||||
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
|
||||
dynamic_state.pDynamicStates = dynamic_states;
|
||||
|
||||
ImGui_ImplVulkan_CreatePipelineLayout(device, allocator);
|
||||
|
||||
VkGraphicsPipelineCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
info.flags = g_PipelineCreateFlags;
|
||||
info.stageCount = 2;
|
||||
info.pStages = stage;
|
||||
info.pVertexInputState = &vertex_info;
|
||||
info.pInputAssemblyState = &ia_info;
|
||||
info.pViewportState = &viewport_info;
|
||||
info.pRasterizationState = &raster_info;
|
||||
info.pMultisampleState = &ms_info;
|
||||
info.pDepthStencilState = &depth_info;
|
||||
info.pColorBlendState = &blend_info;
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = g_PipelineLayout;
|
||||
info.renderPass = renderPass;
|
||||
info.subpass = subpass;
|
||||
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
if (!g_FontSampler)
|
||||
{
|
||||
@ -671,108 +849,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
VkPipelineShaderStageCreateInfo stage[2] = {};
|
||||
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
stage[0].module = vert_module;
|
||||
stage[0].pName = "main";
|
||||
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
stage[1].module = frag_module;
|
||||
stage[1].pName = "main";
|
||||
|
||||
VkVertexInputBindingDescription binding_desc[1] = {};
|
||||
binding_desc[0].stride = sizeof(ImDrawVert);
|
||||
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
||||
|
||||
VkVertexInputAttributeDescription attribute_desc[3] = {};
|
||||
attribute_desc[0].location = 0;
|
||||
attribute_desc[0].binding = binding_desc[0].binding;
|
||||
attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
attribute_desc[1].location = 1;
|
||||
attribute_desc[1].binding = binding_desc[0].binding;
|
||||
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
attribute_desc[2].location = 2;
|
||||
attribute_desc[2].binding = binding_desc[0].binding;
|
||||
attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_info = {};
|
||||
vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
vertex_info.vertexBindingDescriptionCount = 1;
|
||||
vertex_info.pVertexBindingDescriptions = binding_desc;
|
||||
vertex_info.vertexAttributeDescriptionCount = 3;
|
||||
vertex_info.pVertexAttributeDescriptions = attribute_desc;
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo ia_info = {};
|
||||
ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
||||
ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewport_info = {};
|
||||
viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
||||
viewport_info.viewportCount = 1;
|
||||
viewport_info.scissorCount = 1;
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo raster_info = {};
|
||||
raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
|
||||
raster_info.polygonMode = VK_POLYGON_MODE_FILL;
|
||||
raster_info.cullMode = VK_CULL_MODE_NONE;
|
||||
raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
|
||||
raster_info.lineWidth = 1.0f;
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
if (v->MSAASamples != 0)
|
||||
ms_info.rasterizationSamples = v->MSAASamples;
|
||||
else
|
||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
|
||||
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depth_info = {};
|
||||
depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo blend_info = {};
|
||||
blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
|
||||
blend_info.attachmentCount = 1;
|
||||
blend_info.pAttachments = color_attachment;
|
||||
|
||||
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
||||
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
||||
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
|
||||
dynamic_state.pDynamicStates = dynamic_states;
|
||||
|
||||
VkGraphicsPipelineCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
info.flags = g_PipelineCreateFlags;
|
||||
info.stageCount = 2;
|
||||
info.pStages = stage;
|
||||
info.pVertexInputState = &vertex_info;
|
||||
info.pInputAssemblyState = &ia_info;
|
||||
info.pViewportState = &viewport_info;
|
||||
info.pRasterizationState = &raster_info;
|
||||
info.pMultisampleState = &ms_info;
|
||||
info.pDepthStencilState = &depth_info;
|
||||
info.pColorBlendState = &blend_info;
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = g_PipelineLayout;
|
||||
info.renderPass = g_RenderPass;
|
||||
err = vkCreateGraphicsPipelines(v->Device, v->PipelineCache, 1, &info, v->Allocator, &g_Pipeline);
|
||||
check_vk_result(err);
|
||||
|
||||
vkDestroyShaderModule(v->Device, vert_module, v->Allocator);
|
||||
vkDestroyShaderModule(v->Device, frag_module, v->Allocator);
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline, g_Subpass);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -798,6 +875,8 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
|
||||
if (g_ShaderModuleVert) { vkDestroyShaderModule(v->Device, g_ShaderModuleVert, v->Allocator); g_ShaderModuleVert = VK_NULL_HANDLE; }
|
||||
if (g_ShaderModuleFrag) { vkDestroyShaderModule(v->Device, g_ShaderModuleFrag, v->Allocator); g_ShaderModuleFrag = VK_NULL_HANDLE; }
|
||||
if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
|
||||
if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; }
|
||||
if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; }
|
||||
@ -809,7 +888,7 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
@ -825,6 +904,8 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass rend
|
||||
|
||||
g_VulkanInitInfo = *info;
|
||||
g_RenderPass = render_pass;
|
||||
g_Subpass = info->Subpass;
|
||||
|
||||
ImGui_ImplVulkan_CreateDeviceObjects();
|
||||
|
||||
return true;
|
||||
@ -861,7 +942,7 @@ void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the upcoming multi-viewport feature will need them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
@ -1017,6 +1098,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
wd->ImageCount = 0;
|
||||
if (wd->RenderPass)
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
if (wd->Pipeline)
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
|
||||
// If min image count was not specified, request different count of images dependent on selected present mode
|
||||
if (min_image_count == 0)
|
||||
@ -1112,6 +1195,10 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
info.pDependencies = &dependency;
|
||||
err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
|
||||
check_vk_result(err);
|
||||
|
||||
// We do not create a pipeline by default as this is also used by examples' main.cpp,
|
||||
// but secondary viewport in multi-viewport mode may want to create one with:
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, g_Subpass);
|
||||
}
|
||||
|
||||
// Create The Image Views
|
||||
@ -1178,6 +1265,7 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = NULL;
|
||||
wd->FrameSemaphores = NULL;
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
||||
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
|
@ -1,23 +1,23 @@
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// dear imgui: Renderer Backend for Vulkan
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// 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.
|
||||
// You will use those if you want to use this rendering backend 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.
|
||||
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#pragma once
|
||||
@ -35,6 +35,7 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkQueue Queue;
|
||||
VkPipelineCache PipelineCache;
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t Subpass;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
|
||||
@ -46,7 +47,7 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
@ -60,7 +61,7 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_cou
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the upcoming multi-viewport feature will need them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
|
||||
@ -108,6 +109,7 @@ struct ImGui_ImplVulkanH_Window
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
@ -7,6 +7,10 @@
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
@ -28,6 +32,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
|
||||
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
|
||||
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
|
||||
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
|
||||
@ -63,12 +68,12 @@ static bool g_WantUpdateHasGamepad = true;
|
||||
// Functions
|
||||
bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
{
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&g_Time))
|
||||
return false;
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
g_hWnd = (HWND)hwnd;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
@ -149,8 +154,8 @@ static void ImGui_ImplWin32_UpdateMousePos()
|
||||
if (io.WantSetMousePos)
|
||||
{
|
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
||||
::ClientToScreen(g_hWnd, &pos);
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
if (::ClientToScreen(g_hWnd, &pos))
|
||||
::SetCursorPos(pos.x, pos.y);
|
||||
}
|
||||
|
||||
// Set mouse position
|
||||
@ -214,16 +219,16 @@ static void ImGui_ImplWin32_UpdateGamepads()
|
||||
void ImGui_ImplWin32_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect;
|
||||
RECT rect = { 0, 0, 0, 0 };
|
||||
::GetClientRect(g_hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
INT64 current_time = 0;
|
||||
::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
@ -259,7 +264,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
|
||||
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
|
||||
// Call from your application's message handler.
|
||||
// When implementing your own back-end, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs.
|
||||
// When implementing your own backend, 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.
|
||||
@ -352,7 +357,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
|
||||
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
|
||||
// If you are trying to implement your own back-end for your own engine, you may ignore that noise.
|
||||
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
|
||||
//---------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Implement some of the functions and types normally declared in recent Windows SDK.
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)
|
||||
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
|
||||
|
||||
// Implemented features:
|
||||
@ -7,6 +7,10 @@
|
||||
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
|
||||
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
@ -1,3 +1,6 @@
|
||||
#!/bin/bash
|
||||
## -V: create SPIR-V binary
|
||||
## -x: save binary output as text-based 32-bit hexadecimal numbers
|
||||
## -o: output file
|
||||
glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
|
||||
glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
|
160
docs/BACKENDS.md
Normal file
160
docs/BACKENDS.md
Normal file
@ -0,0 +1,160 @@
|
||||
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
|
||||
|
||||
## Dear ImGui: Backends
|
||||
|
||||
**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
|
||||
your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
|
||||
|
||||
- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.<BR>
|
||||
e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl.cpp)), etc.
|
||||
|
||||
- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data.<BR>
|
||||
e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp]((https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
|
||||
|
||||
- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts.<BR>
|
||||
e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)), Marmalade ([imgui_impl_marmalade.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_marmalade.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
|
||||
|
||||
An application usually combines 1 Platform backend + 1 Renderer backend + main Dear ImGui sources.
|
||||
For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
|
||||
|
||||
|
||||
### What are backends
|
||||
|
||||
Dear ImGui is highly portable and only requires a few things to run and render, typically:
|
||||
|
||||
- Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure).
|
||||
- Required: uploading the font atlas texture into graphics memory.
|
||||
- Required: rendering indexed textured triangles with a clipping rectangle.
|
||||
|
||||
Extra features are opt-in, our backends try to support as many as possible:
|
||||
|
||||
- Optional: custom texture binding support.
|
||||
- Optional: clipboard support.
|
||||
- Optional: gamepad support.
|
||||
- Optional: mouse cursor shape support.
|
||||
- Optional: IME support.
|
||||
- Optional: multi-viewports support.
|
||||
etc.
|
||||
|
||||
This is essentially what each backends are doing + obligatory portability cruft.
|
||||
|
||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
||||
and backends which we are describing here (backends/ folder).
|
||||
|
||||
- Some issues may only be backend or platform specific.
|
||||
- You should be able to write backends for pretty much any platform and any 3D graphics API.
|
||||
e.g. you can get creative and use software rendering or render remotely on a different machine.
|
||||
|
||||
|
||||
### List of backends
|
||||
|
||||
In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
|
||||
|
||||
List of Platforms Backends:
|
||||
|
||||
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 backends)
|
||||
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_win32.cpp ; Win32 native API (Windows)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
|
||||
|
||||
List of Renderer Backends:
|
||||
|
||||
imgui_impl_dx9.cpp ; DirectX9
|
||||
imgui_impl_dx10.cpp ; DirectX10
|
||||
imgui_impl_dx11.cpp ; DirectX11
|
||||
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 Backends (combining Platform + Renderer):
|
||||
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Emscripten is also supported.
|
||||
The [example_emscripten_opengl3](https://github.com/ocornut/imgui/tree/master/examples/example_emscripten_opengl3) app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible.
|
||||
|
||||
### Backends for third-party frameworks, graphics API or other languages
|
||||
|
||||
See https://github.com/ocornut/imgui/wiki/Bindings
|
||||
- AGS/Adventure Game Studio
|
||||
- Amethyst
|
||||
- bsf
|
||||
- Cinder
|
||||
- Cocos2d-x
|
||||
- Diligent Engine
|
||||
- Flexium,
|
||||
- GML/Game Maker Studio2
|
||||
- GTK3+OpenGL3
|
||||
- Irrlicht Engine
|
||||
- LÖVE+LUA
|
||||
- Magnum
|
||||
- NanoRT
|
||||
- Nim Game Lib,
|
||||
- Ogre
|
||||
- openFrameworks
|
||||
- OSG/OpenSceneGraph
|
||||
- Orx
|
||||
- px_render
|
||||
- Qt/QtDirect3D
|
||||
- SFML
|
||||
- Sokol
|
||||
- Unity
|
||||
- Unreal Engine 4
|
||||
- vtk
|
||||
- Win32 GDI
|
||||
etc.
|
||||
|
||||
|
||||
### Recommended Backends
|
||||
|
||||
If you are not sure which backend to use, the recommended platform/frameworks for portable applications:
|
||||
|
||||
|Library |Website |Backend |Note |
|
||||
|--------|--------|--------|-----|
|
||||
| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
|
||||
| SDL2 | https://www.libsdl.org | imgui_impl_sdl.cpp | |
|
||||
| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
|
||||
|
||||
|
||||
### Using a custom engine?
|
||||
|
||||
You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
|
||||
Think twice!
|
||||
|
||||
If you are new to Dear ImGui, first try using the existing backends as-is.
|
||||
You will save lots of time integrating the library.
|
||||
You can LATER decide to rewrite yourself a custom backend if you really need to.
|
||||
In most situations, custom backends have less features and more bugs than the standard backends we provide.
|
||||
If you want portability, you can use multiple backends and choose between them either at compile time
|
||||
or at runtime.
|
||||
|
||||
**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
|
||||
system layered over DirectX11.<BR>
|
||||
Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
|
||||
Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a
|
||||
custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
|
||||
|
||||
**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively.<BR>
|
||||
Suggestion: use multiple generic backends!
|
||||
Once it works, if you really need it you can replace parts of backends with your own abstractions.
|
||||
|
||||
**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
|
||||
and you have high-level systems everywhere.<BR>
|
||||
Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
|
||||
your desktop builds working first. This will get you running faster and get your acquainted with
|
||||
how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API.
|
||||
|
||||
Also:
|
||||
The [multi-viewports feature](https://github.com/ocornut/imgui/issues/1542) of the 'docking' branch allows
|
||||
Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
|
||||
extra layer to the Platform and Renderer backends, which allows Dear 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. See 'ImGuiPlatformIO' for details.
|
||||
Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
|
||||
than supporting single-viewport.
|
||||
If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
|
||||
improvements and fixes related to viewports and platform windows without extra work on your side.
|
@ -3,7 +3,7 @@ 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.
|
||||
Changes to backends are also included within the individual .cpp files of each backend.
|
||||
|
||||
RELEASE NOTES: https://github.com/ocornut/imgui/releases
|
||||
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
|
||||
@ -31,6 +31,317 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.80 (Released 2021-01-21)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Added imgui_tables.cpp file! Manually constructed project files will need the new file added! (#3740)
|
||||
- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
|
||||
- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
|
||||
- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
|
||||
- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2018):
|
||||
- io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
|
||||
- ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
|
||||
- ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
|
||||
- ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT
|
||||
- ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT
|
||||
- Removed redirecting functions/enums names that were marked obsolete in 1.61 (May 2018):
|
||||
- InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X was value for decimal_precision.
|
||||
- same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
|
||||
- Removed redirecting functions/enums names that were marked obsolete in 1.63 (August 2018):
|
||||
- ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
|
||||
- ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg
|
||||
- ImGuiInputTextCallback -> use ImGuiTextEditCallback
|
||||
- ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData
|
||||
- If you were still using the old names, while you are cleaning up, considering enabling
|
||||
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
|
||||
and removing up old API calls, if any remaining.
|
||||
- Internals: Columns: renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* to reduce
|
||||
confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
|
||||
- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
|
||||
to other data structures. (#2636)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Tables: added new Tables Beta API as a replacement for old Columns. (#3740, #2957, #125)
|
||||
Check out 'Demo->Tables' for many demos.
|
||||
Read API comments in imgui.h for details. Read extra commentary in imgui_tables.cpp.
|
||||
- Added 16 functions:
|
||||
- BeginTable(), EndTable()
|
||||
- TableNextRow(), TableNextColumn(), TableSetColumnIndex()
|
||||
- TableSetupColumn(), TableSetupScrollFreeze()
|
||||
- TableHeadersRow(), TableHeader()
|
||||
- TableGetRowIndex(), TableGetColumnCount(), TableGetColumnIndex(), TableGetColumnName(), TableGetColumnFlags()
|
||||
- TableGetSortSpecs(), TableSetBgColor()
|
||||
- Added 3 flags sets:
|
||||
- ImGuiTableFlags (29 flags for: features, decorations, sizing policies, padding, clipping, scrolling, sorting etc.)
|
||||
- ImGuiTableColumnFlags (24 flags for: width policies, default settings, sorting options, indentation options etc.)
|
||||
- ImGuiTableRowFlags (1 flag for: header row)
|
||||
- Added 2 structures: ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs
|
||||
- Added 2 enums: ImGuiSortDirection, ImGuiTableBgTarget
|
||||
- Added 1 style variable: ImGuiStyleVar_CellPadding
|
||||
- Added 5 style colors: ImGuiCol_TableHeaderBg, ImGuiCol_TableBorderStrong, ImGuiCol_TableBorderLight, ImGuiCol_TableRowBg, ImGuiCol_TableRowBgAlt.
|
||||
- Tab Bar: Made it possible to append to an existing tab bar by calling BeginTabBar()/EndTabBar() again.
|
||||
- Tab Bar: Fixed using more than 128 tabs in a tab bar (scrolling policy recommended).
|
||||
- Tab Bar: Do not display a tooltip if the name already fits over a given tab. (#3521)
|
||||
- Tab Bar: Fixed minor/unlikely bug skipping over a button when scrolling left with arrows.
|
||||
- Tab Bar: Requested ideal content size (for auto-fit) doesn't affect horizontal scrolling. (#3414)
|
||||
- Drag and Drop: Fix losing drop source ActiveID (and often source tooltip) when opening a TreeNode()
|
||||
or CollapsingHeader() while dragging. (#1738)
|
||||
- Drag and Drop: Fix drag and drop to tie same-size drop targets by chosen the later one. Fixes dragging
|
||||
into a full-window-sized dockspace inside a zero-padded window. (#3519, #2717) [@Black-Cat]
|
||||
- Checkbox: Added CheckboxFlags() helper with int* type (internals have a template version, not exposed).
|
||||
- Clipper: Fixed incorrect end-list positioning when using ImGuiListClipper with 1 item (bug in 1.79). (#3663) [@nyorain]
|
||||
- InputText: Fixed updating cursor/selection position when a callback altered the buffer in a way
|
||||
where the byte count is unchanged but the decoded character count changes. (#3587) [@gqw]
|
||||
- InputText: Fixed switching from single to multi-line while preserving same ID.
|
||||
- Combo: Fixed using IsItemEdited() after Combo() not matching the return value from Combo(). (#2034)
|
||||
- DragFloat, DragInt: very slightly increased mouse drag threshold + expressing it as a factor of default value.
|
||||
- DragFloat, DragInt: added experimental io.ConfigDragClickToInputText feature to enable turning DragXXX widgets
|
||||
into text input with a simple mouse click-release (without moving). (#3737)
|
||||
- Nav: Fixed IsItemFocused() from returning false when Nav highlight is hidden because mouse has moved.
|
||||
It's essentially been always the case but it doesn't make much sense. Instead we will aim at exposing
|
||||
feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
|
||||
- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
|
||||
- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
|
||||
- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier
|
||||
helpers. (#3127, #3664, #3665) [@aiekick]
|
||||
- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
|
||||
kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
|
||||
much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
|
||||
- Log/Capture: fix capture to work on clipped child windows.
|
||||
- Misc: Made the ItemFlags stack shared, so effectively the ButtonRepeat/AllowKeyboardFocus states
|
||||
(and others exposed in internals such as PushItemFlag) are inherited by stacked Begin/End pairs,
|
||||
vs previously a non-child stacked Begin() would reset those flags back to zero for the stacked window.
|
||||
- Misc: Replaced UTF-8 decoder with one based on branchless one by Christopher Wellons. [@rokups]
|
||||
Super minor fix handling incomplete UTF-8 contents: if input does not contain enough bytes, decoder
|
||||
returns IM_UNICODE_CODEPOINT_INVALID and consume remaining bytes (vs old decoded consumed only 1 byte).
|
||||
- Misc: Fix format warnings when using gnu printf extensions in a setup that supports them (gcc/mingw). (#3592)
|
||||
- Misc: Made EndFrame() assertion for key modifiers being unchanged during the frame (added in 1.76) more
|
||||
lenient, allowing full mid-frame releases. This is to accommodate the use of mid-frame modal native
|
||||
windows calls, which leads backends such as GLFW to send key clearing events on focus loss. (#3575)
|
||||
- Style: Changed default style.WindowRounding value to 0.0f (matches default for multi-viewports).
|
||||
- Style: Reduced the size of the resizing grip, made alpha less prominent.
|
||||
- Style: Classic: Increase the default alpha value of WindowBg to be closer to other styles.
|
||||
- Demo: Clarify usage of right-aligned items in Demo>Layout>Widgets Width.
|
||||
- Backends: OpenGL3: Use glGetString(GL_VERSION) query instead of glGetIntegerv(GL_MAJOR_VERSION, ...)
|
||||
when the later returns zero (e.g. Desktop GL 2.x). (#3530) [@xndcn]
|
||||
- Backends: OpenGL2: Backup and restore GL_SHADE_MODEL and disable GL_NORMAL_ARRAY state to increase
|
||||
compatibility with legacy code. (#3671)
|
||||
- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
|
||||
- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
|
||||
- Backends: Vulkan: Added support for specifying which sub-pass to reference during VkPipeline creation. (@3579) [@bdero]
|
||||
- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
|
||||
- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
|
||||
- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
|
||||
- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
|
||||
- Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups]
|
||||
- Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632)
|
||||
- Examples: Emscripten: Added 'make serve' helper to spawn a web-server on localhost. (#3705) [@Horki]
|
||||
- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
|
||||
- CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB]
|
||||
- Docs: Improved the wiki and added a https://github.com/ocornut/imgui/wiki/Useful-Widgets page. [@Xipiryon]
|
||||
- Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md, and improved them.
|
||||
- Docs: Consistently renamed all occurrences of "binding" and "back-end" to "backend" in comments and docs.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.79 (Released 2020-10-08)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.79
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
|
||||
after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font.
|
||||
It was also getting in the way of better font scaling, so let's get rid of it now!
|
||||
If you used DisplayOffset it was probably in association to rasterizing a font at a specific size,
|
||||
in which case the corresponding offset may be reported into GlyphOffset. (#1619)
|
||||
If you scaled this value after calling AddFontDefault(), this is now done automatically.
|
||||
- ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using
|
||||
the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()!
|
||||
Kept inline redirection function (will obsolete).
|
||||
(note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
|
||||
- Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
|
||||
- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
|
||||
- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
|
||||
For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function.
|
||||
- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it
|
||||
is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
|
||||
use IsWindowAppearing() after BeginPopup() for a similar result.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
|
||||
- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
|
||||
- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
|
||||
- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
|
||||
ContentSize is changing (issue introduced in 1.78). (#3452).
|
||||
- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
|
||||
- InputText: Added selection helpers in ImGuiInputTextCallbackData().
|
||||
- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
|
||||
(note that InputText() already returns true on edit, the callback is useful mainly to manipulate the
|
||||
underlying buffer while focus is active).
|
||||
- InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428)
|
||||
It is a rather unusual or useless combination of features but no reason it shouldn't work!
|
||||
- InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline().
|
||||
- InputText: Fixed cursor being partially covered after using Ctrl+End key.
|
||||
- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
|
||||
- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to
|
||||
the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio.
|
||||
Note that some other text editors instead would move the crusor to the end of the line). [@Xipiryon]
|
||||
- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
|
||||
where v_min == v_max. (#3361)
|
||||
- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both
|
||||
with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups]
|
||||
- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers
|
||||
with a "%s" format string. (#3466)
|
||||
- CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and
|
||||
stored value matches neither zero neither the full set.
|
||||
- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(),
|
||||
so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range.
|
||||
- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event
|
||||
rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior
|
||||
and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set.
|
||||
(This is also necessary to support full multi/range-select/drag and drop operations.)
|
||||
- Tab Bar: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
|
||||
- Tab Bar: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button
|
||||
at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot
|
||||
be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon]
|
||||
- Tab Bar: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
|
||||
- Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state).
|
||||
- Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
|
||||
- Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would
|
||||
generate an unnecessary extra draw call.
|
||||
- Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave
|
||||
tabs reordered in the tab list popup. [@Xipiryon]
|
||||
- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
|
||||
a fully clipped column. (#3475) [@szreder]
|
||||
- Popups, Tooltips: Fix edge cases issues with positionning popups and tooltips when they are larger than
|
||||
viewport on either or both axises. [@Rokups]
|
||||
- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
|
||||
Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
|
||||
- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
|
||||
- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
|
||||
- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have
|
||||
the defines set by a loader. (#3467, #1985) [@jjwebb]
|
||||
- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their
|
||||
own render pass. (#3455, #3459) [@FunMiles]
|
||||
- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining
|
||||
the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301)
|
||||
- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf]
|
||||
- Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO]
|
||||
- Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of
|
||||
"VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles]
|
||||
- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled.
|
||||
- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
|
||||
on 32-bit systems. Added project to default Visual Studio solution file. (#301)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.78 (Released 2020-08-18)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.78
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Obsoleted use of the trailing 'float power=1.0f' parameter for those functions: [@Shironekoben, @ocornut]
|
||||
- DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN()
|
||||
- SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN()
|
||||
- VSliderFloat(), VSliderScalar()
|
||||
Replaced the final 'float power=1.0f' argument with ImGuiSliderFlags defaulting to 0 (as with all our flags).
|
||||
Worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected.
|
||||
In short, when calling those functions:
|
||||
- If you omitted the 'power' parameter (likely!), you are not affected.
|
||||
- If you set the 'power' parameter to 1.0f (same as previous default value):
|
||||
- Your compiler may warn on float>int conversion.
|
||||
- Everything else will work (but will assert if IMGUI_DISABLE_OBSOLETE_FUNCTIONS is defined).
|
||||
- You can replace the 1.0f value with 0 to fix the warning, and be technically correct.
|
||||
- If you set the 'power' parameter to >1.0f (to enable non-linear editing):
|
||||
- Your compiler may warn on float>int conversion.
|
||||
- Code will assert at runtime for IM_ASSERT(power == 1.0f) with the following assert description:
|
||||
"Call Drag function with ImGuiSliderFlags_Logarithmic instead of using the old 'float power' function!".
|
||||
- In case asserts are disabled, the code will not crash and enable the _Logarithmic flag.
|
||||
- You can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert
|
||||
and get a _similar_ effect as previous uses of power >1.0f.
|
||||
See https://github.com/ocornut/imgui/issues/3361 for all details.
|
||||
For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
|
||||
Kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar().
|
||||
For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
|
||||
- DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, this was not
|
||||
demoed nor documented much, will be replaced a more generic ReadOnly feature).
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Nav: Fixed clicking on void (behind any windows) from not clearing the focused window.
|
||||
This would be problematic e.g. in situation where the application relies on io.WantCaptureKeyboard
|
||||
flag being cleared accordingly. (bug introduced in 1.77 WIP on 2020/06/16) (#3344, #2880)
|
||||
- Window: Fixed clicking over an item which hovering has been disabled (e.g inhibited by a popup)
|
||||
from marking the window as moved.
|
||||
- Drag, Slider: Added ImGuiSliderFlags parameters.
|
||||
- For float functions they replace the old trailing 'float power=1.0' parameter.
|
||||
(See #3361 and the "Breaking Changes" block above for all details).
|
||||
- Added ImGuiSliderFlags_Logarithmic flag to enable logarithmic editing
|
||||
(generally more precision around zero), as a replacement to the old 'float power' parameter
|
||||
which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt]
|
||||
- Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using
|
||||
CTRL+Click to type in a value manually. (#1829, #3209, #946, #413).
|
||||
[note: RENAMED to ImGuiSliderFlags_AlwaysClamp in 1.79].
|
||||
- Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying
|
||||
value to match precision of the display format string. (#642)
|
||||
- Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input
|
||||
with CTRL+Click or Nav Enter.
|
||||
- Nav, Slider: Fix using keyboard/gamepad controls with certain logarithmic sliders where
|
||||
pushing a direction near zero values would be cancelled out. [@Shironekoben]
|
||||
- DragFloatRange2, DragIntRange2: Fixed an issue allowing to drag out of bounds when both
|
||||
min and max value are on the same value. (#1441)
|
||||
- InputText, ImDrawList: Fixed assert triggering when drawing single line of text with more
|
||||
than ~16 KB characters. (Note that current code is going to show corrupted display if after
|
||||
clipping, more than 16 KB characters are visible in the same low-level ImDrawList::RenderText()
|
||||
call. ImGui-level functions such as TextUnformatted() are not affected. This is quite rare
|
||||
but it will be addressed later). (#3349)
|
||||
- Selectable: Fixed highlight/hit extent when used with horizontal scrolling (in or outside columns).
|
||||
Also fixed related text clipping when used in a column after the first one. (#3187, #3386)
|
||||
- Scrolling: Avoid SetScroll, SetScrollFromPos functions from snapping on the edge of scroll
|
||||
limits when close-enough by (WindowPadding - ItemPadding), which was a tweak with too many
|
||||
side-effects. The behavior is still present in SetScrollHere functions as they are more explicitly
|
||||
aiming at making widgets visible. May later be moved to a flag.
|
||||
- Tab Bar: Allow calling SetTabItemClosed() after a tab has been submitted (will process next frame).
|
||||
- InvisibleButton: Made public a small selection of ImGuiButtonFlags (previously in imgui_internal.h)
|
||||
and allowed to pass them to InvisibleButton(): ImGuiButtonFlags_MouseButtonLeft/Right/Middle.
|
||||
This is a small but rather important change because lots of multi-button behaviors could previously
|
||||
only be achieved using lower-level/internal API. Now also available via high-level InvisibleButton()
|
||||
with is a de-facto versatile building block to creating custom widgets with the public API.
|
||||
- Fonts: Fixed ImFontConfig::GlyphExtraSpacing and ImFontConfig::PixelSnapH settings being pulled
|
||||
from the merged/target font settings when merging fonts, instead of being pulled from the source
|
||||
font settings.
|
||||
- ImDrawList: Thick anti-aliased strokes (> 1.0f) with integer thickness now use a texture-based
|
||||
path, reducing the amount of vertices/indices and CPU/GPU usage. (#3245) [@Shironekoben]
|
||||
- This change will facilitate the wider use of thick borders in future style changes.
|
||||
- Requires an extra bit of texture space (~64x64 by default), relies on GPU bilinear filtering.
|
||||
- Set `io.AntiAliasedLinesUseTex = false` to disable rendering using this method.
|
||||
- Clear `ImFontAtlasFlags_NoBakedLines` in ImFontAtlas::Flags to disable baking data in texture.
|
||||
- ImDrawList: changed AddCircle(), AddCircleFilled() default num_segments from 12 to 0, effectively
|
||||
enabling auto-tessellation by default. Tweak tessellation in Style Editor->Rendering section, or
|
||||
by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen]
|
||||
- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate
|
||||
an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
|
||||
- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu.
|
||||
Also showcase using InvisibleButton() with multiple mouse buttons flags.
|
||||
- Demo: Improved "Layout & Scrolling" -> "Clipping" section.
|
||||
- Demo: Improved "Layout & Scrolling" -> "Child Windows" section.
|
||||
- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.
|
||||
- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
|
||||
- Backends: Allegro 5: Fixed horizontal scrolling direction with mouse wheel / touch pads (it seems
|
||||
like Allegro 5 reports it differently from GLFW and SDL). (#3394, #2424, #1463) [@nobody-special666]
|
||||
- Examples: Vulkan: Fixed GLFW+Vulkan and SDL+Vulkan clear color not being set. (#3390) [@RoryO]
|
||||
- CI: Emscripten has stopped their support for their fastcomp backend, switching to latest sdk [@Xipiryon]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.77 (Released 2020-06-29)
|
||||
-----------------------------------------------------------------------
|
||||
@ -40,9 +351,10 @@ Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.77
|
||||
Breaking Changes:
|
||||
|
||||
- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
|
||||
note that this is a Beta api and will likely be reworked in order to support multi-DPI accross
|
||||
note that this is a Beta api and will likely be reworked in order to support multi-DPI across
|
||||
multiple monitors.
|
||||
- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
|
||||
[NOTE: THIS WAS REVERTED IN 1.79]
|
||||
- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
|
||||
of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
|
||||
Kept inline redirection function (will obsolete).
|
||||
@ -98,14 +410,12 @@ Other Changes:
|
||||
VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591)
|
||||
- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after
|
||||
a callback draw command would incorrectly override the callback draw command.
|
||||
- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would
|
||||
generate an extra unrequired vertex. [@ShironekoBen]
|
||||
- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
|
||||
- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web.
|
||||
Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
|
||||
- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
|
||||
static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
|
||||
Fixed a static constructor which led to this dependency on some compiler setups.
|
||||
Fixed a static constructor which led to this dependency on some compiler setups. [@rokups]
|
||||
- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
|
||||
- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
|
||||
- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends,
|
||||
@ -506,7 +816,7 @@ Other Changes:
|
||||
- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
|
||||
- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
|
||||
of ColorEdit3/ColorEdit4 functions to either side of the inputs.
|
||||
- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to
|
||||
- IO: Added ImGuiKey_KeyPadEnter and support in various backends (previously backends would need to
|
||||
specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure
|
||||
until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
|
||||
- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit()
|
||||
@ -530,8 +840,8 @@ Other Changes:
|
||||
- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
|
||||
because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly
|
||||
enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added
|
||||
equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546)
|
||||
- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
|
||||
equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental backend. (#2546)
|
||||
- Backends: SDL2: Added ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
|
||||
(#2482, #2632) [@josiahmanson]
|
||||
- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
|
||||
|
||||
@ -581,7 +891,7 @@ Other Changes:
|
||||
- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
|
||||
to scrollbars appearing during the movement.
|
||||
- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
|
||||
frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which
|
||||
frame as clearing the focus. This was in most noticeable in backends such as Glfw and SDL which
|
||||
emits key release events when focusing another viewport, leading to Alt+clicking on void on another
|
||||
viewport triggering the issue. (#2609)
|
||||
- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
|
||||
@ -597,14 +907,14 @@ Other Changes:
|
||||
- Style: Made window close button cross slightly smaller.
|
||||
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
|
||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
|
||||
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
||||
The renderer backend needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
||||
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591)
|
||||
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
|
||||
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||
support 32-bit indices. Most examples backends have been modified to support the VtxOffset field.
|
||||
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
|
||||
This is provided for convenience and consistency with VtxOffset. (#2591)
|
||||
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
|
||||
facilitate custom rendering back-ends passing local render-specific data to the draw callback.
|
||||
facilitate custom rendering backends passing local render-specific data to the draw callback.
|
||||
- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine
|
||||
with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat]
|
||||
- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not
|
||||
@ -614,7 +924,7 @@ Other Changes:
|
||||
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
|
||||
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
|
||||
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
|
||||
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. (#2591)
|
||||
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those backends. (#2591)
|
||||
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
|
||||
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
|
||||
support. (#2538, #2541)
|
||||
@ -642,15 +952,15 @@ Breaking Changes:
|
||||
Other Changes:
|
||||
|
||||
- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
|
||||
to request the renderer back-end to reset its render state. (#2037, #1639, #2452)
|
||||
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each
|
||||
to request the renderer backend to reset its render state. (#2037, #1639, #2452)
|
||||
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer backends. Each
|
||||
renderer code setting up initial render state has been moved to a function so it could be
|
||||
called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
|
||||
- InputText: Fixed selection background rendering one frame after the cursor movement when
|
||||
first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
|
||||
- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
|
||||
- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
|
||||
if the back-end provided both Key and Character input. (#2467, #1336)
|
||||
if the backend provided both Key and Character input. (#2467, #1336)
|
||||
- Layout: Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items.
|
||||
Note that SetNextItemWidth() currently only affect the same subset of items as PushItemWidth(),
|
||||
generally referred to as the large framed+labeled items. Because the new SetNextItemWidth()
|
||||
@ -691,7 +1001,7 @@ Other Changes:
|
||||
- Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx.
|
||||
- Metrics: Added "Show windows rectangles" tool to visualize the different rectangles.
|
||||
- Demo: Improved trees in columns demo.
|
||||
- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
|
||||
- Examples: OpenGL: Added a test GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
|
||||
GL function loaders early, and help users understand what they are missing. (#2421)
|
||||
- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
|
||||
- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
|
||||
@ -799,7 +1109,7 @@ Breaking Changes:
|
||||
|
||||
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
|
||||
- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
|
||||
If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
|
||||
If for some reason your time step calculation gives you a zero value, replace it with a arbitrary small value!
|
||||
|
||||
Other Changes:
|
||||
|
||||
@ -807,7 +1117,7 @@ Other Changes:
|
||||
- ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
|
||||
This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming
|
||||
multi-viewport feature to behave on Retina display and with multiple displays.
|
||||
If you are not using a custom binding, please update your render function code ahead of time,
|
||||
If you are not using a custom backend, please update your render function code ahead of time,
|
||||
and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
|
||||
- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
|
||||
which are useful to implement variety of undo patterns. (#820, #956, #1875)
|
||||
@ -890,7 +1200,7 @@ Other Changes:
|
||||
- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
|
||||
- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
|
||||
- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
|
||||
it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-ends do.
|
||||
it only works _if_ the backend sets ImGuiBackendFlags_HasMouseCursors, which the standard backends do.
|
||||
- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups).
|
||||
This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
|
||||
- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
|
||||
@ -912,7 +1222,7 @@ Other Changes:
|
||||
- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1).
|
||||
- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
|
||||
(Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
|
||||
- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
|
||||
- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by backends.
|
||||
- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
|
||||
- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
|
||||
for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later.
|
||||
@ -939,7 +1249,7 @@ Other Changes:
|
||||
- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
|
||||
- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
|
||||
- Fixed build issue with osxcross and macOS. (#2218) [@dos1]
|
||||
- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current back-end can be displayed in the About window.
|
||||
- Examples: Setting up 'io.BackendPlatformName'/'io.BackendRendererName' fields to the current backend can be displayed in the About window.
|
||||
- Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187)
|
||||
|
||||
|
||||
@ -1167,23 +1477,23 @@ Breaking Changes:
|
||||
|
||||
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.
|
||||
- Examples backends have been refactored to separate the platform code (e.g. Win32, Glfw, SDL2) from the renderer code (e.g. DirectX11, OpenGL3, Vulkan).
|
||||
The "Platform" backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, etc.
|
||||
The "Renderer" backends 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
|
||||
- The idea is what we can now easily combine and maintain backends 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
|
||||
from the Platform and Renderer backends, and the amount of redundancy across files was becoming too difficult to
|
||||
maintain. If you use default backends, 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,
|
||||
- This is not strictly a breaking change if you keep your old backends, but when you'll want to fully update your backends,
|
||||
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.
|
||||
@ -1210,20 +1520,20 @@ Other Changes:
|
||||
for icon fonts. (#1869)
|
||||
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
|
||||
characters. (#1859) [@JX-Master, @ocornut]
|
||||
- Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
|
||||
- Examples: OSX: Added imgui_impl_osx.mm backend to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @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
|
||||
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 backend
|
||||
(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,
|
||||
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends,
|
||||
a good occasion since we refactored the code.
|
||||
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
|
||||
- Examples: FreeGLUT: Added FreeGLUT backends. 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
|
||||
- Examples: Fixed backends 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().
|
||||
@ -1290,7 +1600,7 @@ Other Changes:
|
||||
- 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
|
||||
- Fonts: When building font atlas, glyphs that are missing in the fonts are not using the glyph slot to render the 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.
|
||||
@ -1299,9 +1609,9 @@ Other Changes:
|
||||
- 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: Allegro 5: Renamed backend 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]
|
||||
- Examples: SDL: Fixed clipboard paste memory leak in the SDL backend code. (#1803) [@eliasdaler]
|
||||
- Various minor fixes, tweaks, refactoring, comments.
|
||||
|
||||
|
||||
@ -1327,12 +1637,12 @@ Breaking Changes:
|
||||
- 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.
|
||||
- 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).
|
||||
- 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 backend 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).
|
||||
@ -1374,9 +1684,9 @@ Other Changes:
|
||||
- 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 ImGuiKey_Insert, ImGuiKey_Space keys. Setup in all example backends. (#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.
|
||||
- IO: Added IsAnyMouseDown() helper which is helpful for backends 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)
|
||||
@ -1442,7 +1752,7 @@ Other Changes:
|
||||
- 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: Files in examples/ now include their own changelog so it is easier to occasionally update your backends 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.
|
||||
@ -1453,7 +1763,7 @@ Other Changes:
|
||||
- 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: OpenGL: Calls to glPolygonMode() are casting parameters as GLEnum to not fail with more strict backends. (#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)
|
||||
@ -1848,7 +2158,7 @@ Other Changes:
|
||||
- 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.
|
||||
- Added ImGuiMouseCursor_None enum value for convenient usage by app/backends.
|
||||
- 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)
|
||||
|
235
docs/EXAMPLES.md
Normal file
235
docs/EXAMPLES.md
Normal file
@ -0,0 +1,235 @@
|
||||
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
|
||||
|
||||
## Dear ImGui: Examples
|
||||
|
||||
**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
|
||||
platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder.
|
||||
|
||||
You can find Windows binaries for some of those example applications at:
|
||||
http://www.dearimgui.org/binaries
|
||||
|
||||
|
||||
### Getting Started
|
||||
|
||||
Integration in a typical existing application, should take <20 lines when using standard backends.
|
||||
|
||||
At initialization:
|
||||
call ImGui::CreateContext()
|
||||
call ImGui_ImplXXXX_Init() for each backend.
|
||||
|
||||
At the beginning of your frame:
|
||||
call ImGui_ImplXXXX_NewFrame() for each backend.
|
||||
call ImGui::NewFrame()
|
||||
|
||||
At the end of your frame:
|
||||
call ImGui::Render()
|
||||
call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
|
||||
|
||||
At shutdown:
|
||||
call ImGui_ImplXXXX_Shutdown() for each backend.
|
||||
call ImGui::DestroyContext()
|
||||
|
||||
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
|
||||
|
||||
// Create a Dear ImGui context, setup some options
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
|
||||
|
||||
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
|
||||
ImGui_ImplWin32_Init(my_hwnd);
|
||||
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
|
||||
|
||||
// Application main loop
|
||||
while (true)
|
||||
{
|
||||
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Any application code here
|
||||
ImGui::Text("Hello, world!");
|
||||
|
||||
// End of frame: render Dear ImGui
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Swap
|
||||
g_pSwapChain->Present(1, 0);
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
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.
|
||||
Please read FAQ at http://www.dearimgui.org/faq
|
||||
|
||||
If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
Changelog, so if you want to update them later it will be easier to catch up with what changed.
|
||||
|
||||
|
||||
### Examples Applications
|
||||
|
||||
[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR>
|
||||
Allegro 5 example. <BR>
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
|
||||
[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
|
||||
OSX & iOS + Metal example. <BR>
|
||||
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
|
||||
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 backends.
|
||||
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
|
||||
|
||||
[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
|
||||
OSX + OpenGL2 example. <BR>
|
||||
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR>
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
|
||||
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
|
||||
|
||||
[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
|
||||
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
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/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
|
||||
GLFW (Mac) + Metal example. <BR>
|
||||
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
|
||||
|
||||
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
|
||||
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/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern OpenGL calls and custom shaders. <BR>
|
||||
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/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR>
|
||||
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR>
|
||||
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
|
||||
|
||||
[example_marmalade/](https://github.com/ocornut/imgui/blob/master/examples/example_marmalade/) <BR>
|
||||
Marmalade example using IwGx. <BR>
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
|
||||
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
|
||||
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
|
||||
= main.cpp <BR>
|
||||
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_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_directx11/) <BR>
|
||||
SDL2 + DirectX11 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp <BR>
|
||||
This to demonstrate usage of DirectX with SDL.
|
||||
|
||||
[example_sdl_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_metal/) <BR>
|
||||
SDL2 (Mac) + Metal example. <BR>
|
||||
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
|
||||
|
||||
[example_sdl_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl2/) <BR>
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
**Prefer using OPENGL3 code (with gl3w/glew/glad/glad2/glbinding, you can replace the OpenGL function loader)** <BR>
|
||||
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/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_opengl3/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern OpenGL calls and custom shaders. <BR>
|
||||
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/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
|
||||
DirectX9 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
||||
[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR>
|
||||
DirectX10 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
|
||||
|
||||
[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR>
|
||||
DirectX11 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
|
||||
[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR>
|
||||
DirectX12 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
|
||||
|
||||
### Miscallaneous
|
||||
|
||||
**Building**
|
||||
|
||||
Unfortunately nowadays 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 and build systems. For most examples here we choose to provide:
|
||||
- Makefiles for Linux/OSX
|
||||
- Batch files for Visual Studio 2008+
|
||||
- A .sln project file for Visual Studio 2012+
|
||||
- Xcode project files for the Apple examples
|
||||
Please let us 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.
|
||||
|
||||
If you are interested in using Cmake to build and links examples, see:
|
||||
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
|
||||
|
||||
**About mouse cursor latency**
|
||||
|
||||
Dear ImGui has no particular extra lag for most behaviors,
|
||||
e.g. the value of 'io.MousePos' provided at the time of NewFrame() will result in windows being moved
|
||||
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
|
||||
|
||||
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
|
||||
path and will feel smoother than the majority of contents rendered via regular graphics API (including,
|
||||
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
|
||||
as the mouse, that disconnect may be jarring to particularly sensitive users.
|
||||
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
|
||||
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
|
||||
regularly rendered software cursor.
|
||||
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
|
||||
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
|
||||
when an interactive drag is in progress.
|
||||
|
||||
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
|
||||
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
|
||||
drawing a flat 2D shape directly under the mouse cursor!
|
||||
|
83
docs/FAQ.md
83
docs/FAQ.md
@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
|
||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
||||
| **Q&A: Usage** |
|
||||
| **[How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-how-can-i-have-widgets-with-an-empty-label)** |
|
||||
| **[Why is my widget not reacting when I click on it?<br>How can I have widgets with an empty label?<br>How can I have multiple widgets with the same label?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
|
||||
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
|
||||
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
|
||||
@ -50,6 +50,7 @@ or view this file with any Markdown viewer.
|
||||
**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.**
|
||||
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
|
||||
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/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: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
|
||||
- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links.
|
||||
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
|
||||
@ -91,8 +92,9 @@ You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) bran
|
||||
|
||||
### Q: How to get started?
|
||||
|
||||
Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
|
||||
Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
|
||||
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
|
||||
Read [examples/README.txt](https://github.com/ocornut/imgui/tree/master/examples/README.txt).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -111,11 +113,11 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
|
||||
**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
|
||||
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
|
||||
|
||||
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
|
||||
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
|
||||
|
||||
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
|
||||
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
|
||||
|
||||
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
|
||||
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
|
||||
|
||||
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||
|
||||
@ -126,7 +128,7 @@ e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
|
||||
### Q: How can I enable keyboard or gamepad controls?
|
||||
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
|
||||
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
|
||||
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting back-end).
|
||||
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
|
||||
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads).
|
||||
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
|
||||
|
||||
@ -142,7 +144,7 @@ and portable source code (uSynergy.c/.h) for a small embeddable client that you
|
||||
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
|
||||
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
|
||||
- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
|
||||
- You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
|
||||
- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
|
||||
- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate 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.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@ -151,7 +153,7 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
|
||||
|
||||
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
|
||||
This usually means that: your font texture wasn't uploaded into GPU, or your shader or other rendering state are not reading from the right texture (e.g. texture wasn't bound).
|
||||
If this happens using the standard back-ends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
If this happens using the standard backends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -165,7 +167,7 @@ Rectangles provided by Dear ImGui are defined as
|
||||
`(x1=left,y1=top,x2=right,y2=bottom)`
|
||||
and **NOT** as
|
||||
`(x1,y1,width,height)`
|
||||
Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
|
||||
Refer to rendering backends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -173,9 +175,9 @@ Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui
|
||||
|
||||
# Q&A: Usage
|
||||
|
||||
### Q: Why is my widget not reacting when I click on it?
|
||||
### Q: How can I have widgets with an empty label?
|
||||
### Q: How can I have multiple widgets with the same label?
|
||||
### Q: Why are multiple widgets reacting when I interact with one?
|
||||
|
||||
A primer on labels and the ID Stack...
|
||||
|
||||
@ -186,14 +188,14 @@ Unique ID are used internally to track active widgets and occasionally associate
|
||||
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
|
||||
|
||||
- Unique ID are often derived from a string label and at minimum scoped within their host window:
|
||||
```c
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
|
||||
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
|
||||
End();
|
||||
```
|
||||
- Other elements such as tree nodes, etc. also pushes to the ID stack:
|
||||
```c
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
if (TreeNode("MyTreeNode"))
|
||||
{
|
||||
@ -203,7 +205,7 @@ if (TreeNode("MyTreeNode"))
|
||||
End();
|
||||
```
|
||||
- Two items labeled "OK" in different windows or different tree locations won't collide:
|
||||
```
|
||||
```cpp
|
||||
Begin("MyFirstWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
|
||||
End();
|
||||
@ -212,10 +214,8 @@ Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
|
||||
End();
|
||||
```
|
||||
|
||||
We used "..." above to signify whatever was already pushed to the ID stack previously:
|
||||
|
||||
- If you have a same ID twice in the same location, you'll have a conflict:
|
||||
```c
|
||||
```cpp
|
||||
Button("OK");
|
||||
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
|
||||
```
|
||||
@ -226,7 +226,7 @@ When passing a label you can optionally specify extra ID information within stri
|
||||
Use "##" to pass a complement to the ID that won't be visible to the end-user.
|
||||
This helps solving the simple collision cases when you know e.g. at compilation time which items
|
||||
are going to be created:
|
||||
```c
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
|
||||
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
|
||||
@ -234,15 +234,15 @@ Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo
|
||||
End();
|
||||
```
|
||||
- If you want to completely hide the label, but still need an ID:
|
||||
```c
|
||||
```cpp
|
||||
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
|
||||
```
|
||||
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
|
||||
you to animate labels. For example you may want to include varying information in a window title bar,
|
||||
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
|
||||
```c
|
||||
```cpp
|
||||
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
|
||||
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different
|
||||
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same ID, different label
|
||||
|
||||
sprintf(buf, "My game (%f FPS)###MyGame", fps);
|
||||
Begin(buf); // Variable title, ID = hash of "MyGame"
|
||||
@ -254,7 +254,7 @@ creating many UI elements programmatically.
|
||||
You can push a pointer, a string or an integer value into the ID stack.
|
||||
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
|
||||
At each level of the stack we store the seed used for items at this level of the ID stack.
|
||||
```c
|
||||
```cpp
|
||||
Begin("Window");
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
@ -279,7 +279,7 @@ for (int i = 0; i < 100; i++)
|
||||
End();
|
||||
```
|
||||
- You can stack multiple prefixes into the ID stack:
|
||||
```c
|
||||
```cpp
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
PushID("node");
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||
@ -289,7 +289,7 @@ PushID("node");
|
||||
PopID();
|
||||
```
|
||||
- Tree nodes implicitly creates a scope for you by calling PushID().
|
||||
```c
|
||||
```cpp
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
|
||||
{
|
||||
@ -325,32 +325,32 @@ Long explanation:
|
||||
We carry the information to identify a "texture" in the ImTextureID type.
|
||||
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
|
||||
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
|
||||
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
|
||||
```
|
||||
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
|
||||
```cpp
|
||||
OpenGL:
|
||||
- ImTextureID = GLuint
|
||||
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
|
||||
```
|
||||
```
|
||||
```cpp
|
||||
DirectX9:
|
||||
- ImTextureID = LPDIRECT3DTEXTURE9
|
||||
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
|
||||
```
|
||||
```
|
||||
```cpp
|
||||
DirectX11:
|
||||
- ImTextureID = ID3D11ShaderResourceView*
|
||||
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
|
||||
```
|
||||
```
|
||||
```cpp
|
||||
DirectX12:
|
||||
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
|
||||
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
|
||||
```
|
||||
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
|
||||
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
|
||||
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
|
||||
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
|
||||
|
||||
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
|
||||
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example bindings is probably the best choice.
|
||||
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
|
||||
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
|
||||
|
||||
User code may do:
|
||||
@ -401,7 +401,7 @@ This way you'll be able to use your own types everywhere, e.g. passing `MyVector
|
||||
---
|
||||
|
||||
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
|
||||
- Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
|
||||
- Being highly portable (backends/bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
|
||||
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
|
||||
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
|
||||
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
|
||||
@ -427,8 +427,7 @@ provide similar or better string helpers.
|
||||
### Q: How can I display custom shapes? (using low-level ImDrawList API)
|
||||
|
||||
- You can use the low-level `ImDrawList` api to render shapes within a window.
|
||||
|
||||
```
|
||||
```cpp
|
||||
ImGui::Begin("My shapes");
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
@ -453,7 +452,7 @@ ImGui::End();
|
||||
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
|
||||
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
|
||||
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
|
||||
- You can also create your own dummy window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
|
||||
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
|
||||
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@ -464,9 +463,9 @@ ImGui::End();
|
||||
|
||||
### Q: How should I handle DPI in my application?
|
||||
|
||||
The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
|
||||
The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
|
||||
|
||||
Your application may want to detect DPI change and reload the font and reset style being frames.
|
||||
Your application may want to detect DPI change and reload the fonts and reset style between frames.
|
||||
|
||||
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
|
||||
|
||||
@ -505,7 +504,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
|
||||
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
|
||||
```
|
||||
|
||||
@ -600,7 +599,7 @@ You may take a look at:
|
||||
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/3075)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/3488)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -633,7 +632,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
|
||||
|
||||
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.
|
||||
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 bindings 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.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -642,11 +641,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
|
||||
# Q&A: Community
|
||||
|
||||
### Q: How can I help?
|
||||
- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
|
||||
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
|
||||
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
|
||||
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
|
||||
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3075). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
|
||||
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
@ -1,6 +1,6 @@
|
||||
## Dear ImGui: Using Fonts
|
||||
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_
|
||||
|
||||
(You may browse this document at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer.)
|
||||
## Dear ImGui: Using Fonts
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
||||
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
|
||||
@ -75,7 +75,7 @@ ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
|
||||
|
||||
// Select font at runtime
|
||||
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
|
||||
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
|
||||
ImGui::PushFont(font2);
|
||||
ImGui::Text("Hello with another font");
|
||||
ImGui::PopFont();
|
||||
@ -142,13 +142,6 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||

|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
|
||||
|
||||
|
||||
**Offset font vertically by altering the `io.Font->DisplayOffset` value:**
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
font->DisplayOffset.y = 1; // Render 1 pixel down
|
||||
```
|
||||
|
||||
**Font Atlas too large?**
|
||||
|
||||
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
||||
@ -164,6 +157,7 @@ Some solutions:
|
||||
3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
|
||||
4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
|
||||
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
|
||||
6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -233,7 +227,7 @@ io.Fonts->Build(); // Build the atlas while
|
||||
|
||||
## Using Custom Colorful Icons
|
||||
|
||||
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)**
|
||||
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
|
||||
|
||||
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
|
||||
- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
|
||||
@ -317,39 +311,31 @@ In some situations, you may also use `/` path separator under Windows.
|
||||
|
||||
Some fonts files are available in the `misc/fonts/` folder:
|
||||
|
||||
```
|
||||
Roboto-Medium.ttf
|
||||
Apache License 2.0
|
||||
by Christian Robetson
|
||||
https://fonts.google.com/specimen/Roboto
|
||||
**Roboto-Medium.ttf**, by Christian Robetson
|
||||
<br>Apache License 2.0
|
||||
<br>https://fonts.google.com/specimen/Roboto
|
||||
|
||||
Cousine-Regular.ttf
|
||||
by Steve Matteson
|
||||
Digitized data copyright (c) 2010 Google Corporation.
|
||||
Licensed under the SIL Open Font License, Version 1.1
|
||||
https://fonts.google.com/specimen/Cousine
|
||||
**Cousine-Regular.ttf**, by Steve Matteson
|
||||
<br>Digitized data copyright (c) 2010 Google Corporation.
|
||||
<br>Licensed under the SIL Open Font License, Version 1.1
|
||||
<br>https://fonts.google.com/specimen/Cousine
|
||||
|
||||
DroidSans.ttf
|
||||
Copyright (c) Steve Matteson
|
||||
Apache License, version 2.0
|
||||
https://www.fontsquirrel.com/fonts/droid-sans
|
||||
**DroidSans.ttf**, by Steve Matteson
|
||||
<br>Apache License 2.0
|
||||
<br>https://www.fontsquirrel.com/fonts/droid-sans
|
||||
|
||||
ProggyClean.ttf
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
**ProggyClean.ttf**, by Tristan Grimmer
|
||||
<br>MIT License
|
||||
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1)
|
||||
<br>http://www.proggyfonts.net/
|
||||
|
||||
ProggyTiny.ttf
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
**ProggyTiny.ttf**, by Tristan Grimmer
|
||||
<br>MIT License
|
||||
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
|
||||
<br>http://www.proggyfonts.net/
|
||||
|
||||
Karla-Regular.ttf
|
||||
Copyright (c) 2012, Jonathan Pinhorn
|
||||
SIL OPEN FONT LICENSE Version 1.1
|
||||
```
|
||||
**Karla-Regular.ttf**, by Jonathan Pinhorn
|
||||
<br>SIL OPEN FONT LICENSE Version 1.1
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
|
@ -1,13 +1,16 @@
|
||||
Dear ImGui
|
||||
=====
|
||||
[](https://github.com/ocornut/imgui/actions?workflow=build)
|
||||
[](https://github.com/ocornut/imgui/actions?workflow=build) [](https://github.com/ocornut/imgui/actions?workflow=static-analysis)
|
||||
|
||||
|
||||
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. 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.)</sub>
|
||||
|
||||
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
|
||||
Businesses: support continued development and maintenance via invoiced technical support, maintenance, sponsoring contracts:
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
|
||||
Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
|
||||
Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
|
||||
|
||||
Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
|
||||
----
|
||||
|
||||
@ -17,10 +20,10 @@ Dear ImGui is designed to **enable fast iterations** and to **empower programmer
|
||||
|
||||
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.
|
||||
|
||||
| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) |
|
||||
| [Usage](#usage) - [How it works](#how-it-works) - [Releases](#releases) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
|
||||
### Usage
|
||||
|
||||
@ -30,12 +33,12 @@ Dear ImGui is particularly suited to integration in games engine (for tooling),
|
||||
|
||||
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
|
||||
|
||||
**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
**Backends for a variety of graphics api and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
|
||||
Code:
|
||||
```cp
|
||||
```cpp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
MySaveFunction();
|
||||
@ -44,7 +47,7 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
Result:
|
||||
<br> 
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px)_
|
||||
|
||||
Code:
|
||||
```cpp
|
||||
@ -78,18 +81,22 @@ ImGui::EndChild();
|
||||
ImGui::End();
|
||||
```
|
||||
Result:
|
||||
<br>
|
||||
<br>
|
||||
|
||||
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: 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.
|
||||
|
||||
### How it works
|
||||
|
||||
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#About-the-IMGUI-paradigm) 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.
|
||||
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) 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._
|
||||
|
||||
### Releases
|
||||
|
||||
See [Releases](https://github.com/ocornut/imgui/releases) page.
|
||||
|
||||
### Demo
|
||||
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
|
||||
@ -97,41 +104,45 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
|
||||

|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us 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-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows binaries, 1.76, built 2020/04/12, master branch) or [older demo binaries](http://www.dearimgui.org/binaries).
|
||||
- [imgui-demo-binaries-20200918.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20200918.zip) (Windows, 1.78 WIP, built 2020/09/18, master branch) or [older demo binaries](https://www.dearimgui.org/binaries).
|
||||
|
||||
The demo applications are not 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()` (see [FAQ](https://www.dearimgui.org/faq)).
|
||||
|
||||
### Integration
|
||||
|
||||
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so.
|
||||
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
|
||||
|
||||
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 less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
|
||||
|
||||
Officially maintained bindings (in repository):
|
||||
Officially maintained backends/bindings (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
|
||||
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
|
||||
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||
|
||||
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
|
||||
- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
|
||||
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
|
||||
|
||||
[Useful widgets and extensions](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page:
|
||||
- Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos etc.
|
||||
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
### Upcoming Changes
|
||||
|
||||
Some of the goals for 2020 are:
|
||||
- Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
|
||||
- Work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
|
||||
Some of the goals for 2021 are:
|
||||
- Work on Docking (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
|
||||
- Work on Multi-Viewport / Multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
|
||||
- Work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
- Work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957))
|
||||
- Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
|
||||
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
|
||||
|
||||
### Gallery
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3075)!
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Widgets](https://github.com/ocornut/imgui/wiki/Useful-Widgets) wiki page.
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@ -139,16 +150,16 @@ Custom engine
|
||||
Custom engine
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
||||
|
||||
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
|
||||
[Tracy Profiler](https://github.com/wolfpld/tracy)
|
||||

|
||||
|
||||
### Support, Frequently Asked Questions (FAQ)
|
||||
|
||||
Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page.
|
||||
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
|
||||
|
||||
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org).
|
||||
|
||||
@ -160,11 +171,11 @@ Private support is available for paying business customers (E-mail: _contact @ d
|
||||
|
||||
We 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.
|
||||
Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3075)!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
@ -178,12 +189,7 @@ How to help
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. 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 technical support and maintenance contracts. Thank you!
|
||||
|
||||
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
|
||||
<br> _E-mail: contact @ dearimgui.com_
|
||||
|
||||
Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
|
||||
See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
|
||||
Sponsors
|
||||
--------
|
||||
@ -194,7 +200,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo
|
||||
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
|
||||
|
||||
*Double-chocolate and Salty caramel sponsors*
|
||||
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
|
||||
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
|
||||
|
||||
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
|
||||
|
||||
@ -213,13 +219,13 @@ Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indi
|
||||
Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen).
|
||||
A large portion of work on automation systems, regression tests and other features are currently unpublished.
|
||||
|
||||
"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."
|
||||
Omar: "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_rect_pack.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.
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
||||
|
||||
License
|
||||
-------
|
||||
|
@ -6,7 +6,7 @@ The list below consist mostly of ideas noted down before they are requested/disc
|
||||
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
|
||||
|
||||
- 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/test: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
|
||||
|
||||
@ -27,6 +27,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window: top most window flag? (#2574)
|
||||
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
|
||||
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
|
||||
- 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: background options for child windows, border option (disable rounding).
|
||||
- window/child: allow resizing of child windows (possibly given min/max for each axis?.)
|
||||
@ -35,6 +36,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window/child: allow SetNextWindowContentSize() to work on child windows.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
||||
- 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.
|
||||
@ -54,6 +56,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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: Add quadratic bezier curves? (#3127)
|
||||
- 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.
|
||||
@ -78,6 +81,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: preserve scrolling when unfocused?
|
||||
- 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: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
|
||||
@ -125,18 +129,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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. 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: sizing is lossy when columns width is very small (default width may turn negative etc.)
|
||||
- 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: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
|
||||
|
||||
@ -155,12 +147,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- separator: expose flags (#759)
|
||||
- separator: take indent into consideration (optional)
|
||||
- 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: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
|
||||
- tabs: close button tends to overlap unsaved-document star
|
||||
- tabs: consider showing the star at the same spot as the close button, like VS Code does.
|
||||
- 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)
|
||||
- tabs: TabItem could honor SetNextItemWidth()?
|
||||
@ -178,9 +174,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
|
||||
- slider: relative dragging? + precision dragging
|
||||
- slider: step option (#1183)
|
||||
- slider style: fill % of the bar instead of positioning a drag.
|
||||
- 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: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
|
||||
- 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)
|
||||
@ -207,10 +203,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
||||
- popups: add variant using global identifier similar to Begin/End (#402)
|
||||
- popups: border options. richer api like BeginChild() perhaps? (#197)
|
||||
- popups: flags could be reworked to allow both mouse buttons as index (0..5 and as flags using higher-bit) allowing to or them.
|
||||
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
|
||||
|
||||
- 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): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
|
||||
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
|
||||
@ -230,13 +226,15 @@ 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/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
|
||||
- tree node: flag to disable formatting and/or detect "%s"
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
|
||||
|
||||
- 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)
|
||||
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
|
||||
|
||||
- style: better default styles. (#707)
|
||||
- style: PushStyleVar: allow direct access to individual float X/Y elements.
|
||||
- style: add a highlighted text color (for headers, etc.)
|
||||
- style: border types: out-screen, in-screen, etc. (#447)
|
||||
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
|
||||
@ -261,6 +259,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
|
||||
- drag and drop: fix/support/options for overlapping drag sources.
|
||||
- drag and drop: focus drag target window on hold (even without open)
|
||||
- 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. (see 2018/01/11 post in #143)
|
||||
@ -283,6 +282,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
|
||||
- text/wrapped: custom separator for text wrapping. (#3002)
|
||||
@ -308,7 +308,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
|
||||
- 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: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
|
||||
- font/draw: fix for drawing 16k+ visible characters in same call.
|
||||
- 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?
|
||||
@ -320,20 +321,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
|
||||
! nav: never clear NavId on some setup (e.g. gamepad centric)
|
||||
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
|
||||
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
|
||||
! nav: never clear NavId on some setup (e.g. gamepad centric)
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
|
||||
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
|
||||
- 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: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
|
||||
- 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: 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 menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav/treenode: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
|
||||
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
|
||||
- nav/treenode: 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: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||
@ -342,11 +347,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
||||
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
|
||||
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav: tabs should go through most/all widgets (in submission order?).
|
||||
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
|
||||
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
|
||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
|
||||
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
|
||||
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
|
||||
@ -358,12 +359,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
|
||||
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
|
||||
|
||||
- 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: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend 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: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
|
||||
- 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: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
|
||||
@ -381,6 +381,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- examples: window minimize, maximize (#583)
|
||||
- examples: provide a zero frame-rate/idle example.
|
||||
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
|
||||
- backends: move to backends/ folder?
|
||||
- backends: report it better when not able to create texture?
|
||||
- backends: apple: example_apple should be using modern GL3.
|
||||
- backends: 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)
|
||||
@ -392,6 +393,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
||||
- backends: mscriptem: 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)
|
||||
|
||||
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h)
|
||||
|
||||
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#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)
|
||||
|
@ -1,292 +1 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.77
|
||||
-----------------------------------------------------------------------
|
||||
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:
|
||||
|
||||
- Providing mouse/keyboard inputs
|
||||
- Uploading the font atlas texture into graphics memory
|
||||
- Providing a render function to render indexed textured triangles
|
||||
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
|
||||
|
||||
This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
|
||||
|
||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
|
||||
and examples bindings which we are describing here (examples/ folder).
|
||||
You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
|
||||
effort you can even perform the rendering remotely, on a different machine than the one running the logic.
|
||||
|
||||
This folder contains two things:
|
||||
|
||||
- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
|
||||
They are the imgui_impl_XXXX files found in the examples/ folder.
|
||||
|
||||
- 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.dearimgui.org/binaries
|
||||
|
||||
|
||||
---------------------------------------
|
||||
GETTING STARTED
|
||||
---------------------------------------
|
||||
|
||||
- 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.
|
||||
Please read FAQ at http://www.dearimgui.org/faq
|
||||
|
||||
- If you are using of the backend provided here, you can add 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
|
||||
catch up with what changed.
|
||||
|
||||
- Dear ImGui has no particular extra lag for most behaviors, e.g. the value of 'io.MousePos' provided in
|
||||
NewFrame() will result at the time of EndFrame()/Render() in a moved windows rendered following that mouse
|
||||
movement. At 60 FPS your experience should be pleasant.
|
||||
However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
|
||||
path and will feel smoother than the majority of contents rendererd via regular graphics API (including,
|
||||
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane as
|
||||
the mouse, that disconnect may be jarring to particularly sensitive users.
|
||||
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
|
||||
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
|
||||
regularly rendered software cursor.
|
||||
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
|
||||
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
|
||||
when an interactive drag is in progress.
|
||||
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
|
||||
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
|
||||
drawing a flat 2D shape directly under the mouse cursor.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
EXAMPLE BINDINGS
|
||||
---------------------------------------
|
||||
|
||||
Most the example bindings are split in 2 parts:
|
||||
|
||||
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
|
||||
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
|
||||
|
||||
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
|
||||
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
|
||||
|
||||
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
|
||||
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
|
||||
|
||||
- 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
|
||||
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
|
||||
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
|
||||
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.
|
||||
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.
|
||||
Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
|
||||
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 1.80 (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 ; Win32 native API (Windows)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
|
||||
|
||||
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_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)
|
||||
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
|
||||
imgui_impl_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
|
||||
|
||||
Including backends for:
|
||||
|
||||
AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium,
|
||||
GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib,
|
||||
Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol,
|
||||
Unreal Engine 4, vtk, Win32 GDI, etc.
|
||||
|
||||
Not sure which to use?
|
||||
Recommended platform/frameworks:
|
||||
|
||||
GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
|
||||
SDL2 https://www.libsdl.org Use imgui_impl_sdl.cpp
|
||||
Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
|
||||
|
||||
Those will allow you to create portable applications and will solve and abstract away many issues.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
EXAMPLE APPLICATIONS
|
||||
---------------------------------------
|
||||
|
||||
Building:
|
||||
Unfortunately in 2020 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 we choose to provide:
|
||||
- Makefiles for Linux/OSX
|
||||
- Batch files for Visual Studio 2008+
|
||||
- A .sln project file for Visual Studio 2012+
|
||||
- Xcode project files for the Apple examples
|
||||
Please let us 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.
|
||||
|
||||
If you are interested in using Cmake to build and links examples, see:
|
||||
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
|
||||
|
||||
|
||||
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/glbinding, 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.
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
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_directx11/
|
||||
SDL2 + DirectX11 example, Windows only.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
|
||||
This to demonstrate usage of DirectX with SDL.
|
||||
|
||||
example_sdl_metal/
|
||||
SDL2 (Mac) + Metal example.
|
||||
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
|
||||
|
||||
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/glbinding, 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.
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
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
|
||||
|
||||
example_win32_directx11/
|
||||
DirectX11 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
|
||||
example_win32_directx12/
|
||||
DirectX12 example, Windows only.
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
See EXAMPLES and BACKENDS files in the docs/ folder.
|
||||
|
@ -5,14 +5,14 @@ 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.
|
||||
Note that the backend 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+ and macOS
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
On macOS, install Allegro with homebrew: `brew install allegro`.
|
||||
@ -31,5 +31,5 @@ cd vcpkg
|
||||
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
|
||||
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
```
|
||||
|
@ -19,7 +19,7 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<ProjectGuid>{73F235B5-7D31-4FC6-8682-DDC5A097B9C1}</ProjectGuid>
|
||||
<RootNamespace>example_allegro5</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
@ -90,7 +90,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -104,7 +104,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -120,7 +120,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -140,7 +140,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -158,8 +158,9 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_allegro5.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp" />
|
||||
<ClCompile Include="imconfig_allegro5.h" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
@ -167,7 +168,7 @@
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_allegro5.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
@ -176,4 +177,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -22,12 +22,15 @@
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_allegro5.cpp">
|
||||
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="imconfig_allegro5.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
@ -42,7 +45,7 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_allegro5.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
@ -52,4 +55,4 @@
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -1,5 +1,6 @@
|
||||
// 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.
|
||||
// Dear ImGui: standalone example application for Allegro 5
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include <stdint.h>
|
||||
#include <allegro5/allegro.h>
|
||||
@ -32,7 +33,7 @@ int main(int, char**)
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplAllegro5_Init(display);
|
||||
|
||||
// Load Fonts
|
||||
|
@ -4,5 +4,7 @@
|
||||
|
||||
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.)
|
||||
Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.
|
||||
|
||||
|
||||
|
||||
|
@ -1,18 +0,0 @@
|
||||
#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
|
@ -1,11 +0,0 @@
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
|
||||
return YES;
|
||||
}
|
||||
#endif
|
||||
|
||||
@end
|
@ -1,8 +0,0 @@
|
||||
#import <MetalKit/MetalKit.h>
|
||||
|
||||
@interface Renderer : NSObject <MTKViewDelegate>
|
||||
|
||||
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
|
||||
|
||||
@end
|
||||
|
@ -1,129 +0,0 @@
|
||||
#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
|
@ -1,19 +0,0 @@
|
||||
#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
|
@ -1,153 +0,0 @@
|
||||
#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)rightMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDragged:(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
|
||||
|
@ -1,22 +0,0 @@
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
||||
#import <UIKit/UIKit.h>
|
||||
#import "AppDelegate.h"
|
||||
|
||||
int main(int argc, char * argv[]) {
|
||||
@autoreleasepool {
|
||||
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
|
@ -9,27 +9,20 @@
|
||||
/* 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 */; };
|
||||
8307E7E920E9F9C900473790 /* Renderer.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7BC20E9F9C700473790 /* Renderer.mm */; };
|
||||
836D2A2E20EE208E0098E909 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 836D2A2D20EE208E0098E909 /* imgui_impl_osx.mm */; };
|
||||
836D2A3020EE4A180098E909 /* Default-568h@2x.png in Resources */ = {isa = PBXBuildFile; fileRef = 836D2A2F20EE4A180098E909 /* Default-568h@2x.png */; };
|
||||
836D2A3220EE4A900098E909 /* Launch Screen.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 836D2A3120EE4A900098E909 /* Launch Screen.storyboard */; };
|
||||
83BBE9DE20EB3FFC00295997 /* main.m in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7E620E9F9C900473790 /* main.m */; };
|
||||
83BBE9DF20EB40AE00295997 /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7DD20E9F9C900473790 /* AppDelegate.m */; };
|
||||
83BBE9E020EB42D000295997 /* ViewController.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8307E7CB20E9F9C900473790 /* ViewController.mm */; };
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
|
||||
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8309BD8E253CCAAA0045E2A1 /* UIKit.framework */; };
|
||||
8309BDA5253CCC070045E2A1 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDA0253CCBC10045E2A1 /* main.mm */; };
|
||||
8309BDA8253CCC080045E2A1 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDA0253CCBC10045E2A1 /* main.mm */; };
|
||||
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
|
||||
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
|
||||
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */; };
|
||||
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8309BDC5253CCCFE0045E2A1 /* AppKit.framework */; };
|
||||
8309BDFC253CDAB30045E2A1 /* LaunchScreen.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDF7253CDAAE0045E2A1 /* LaunchScreen.storyboard */; };
|
||||
8309BE04253CDAB60045E2A1 /* MainMenu.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDFA253CDAAE0045E2A1 /* MainMenu.storyboard */; };
|
||||
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E420EB46B900295997 /* Metal.framework */; };
|
||||
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E620EB46BD00295997 /* MetalKit.framework */; };
|
||||
83BBE9E920EB46C100295997 /* ModelIO.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E820EB46C100295997 /* ModelIO.framework */; };
|
||||
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EA20EB471700295997 /* MetalKit.framework */; };
|
||||
83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EB20EB471700295997 /* Metal.framework */; };
|
||||
83BBE9EF20EB471C00295997 /* ModelIO.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EE20EB471C00295997 /* ModelIO.framework */; };
|
||||
83BBE9FE20EB54D800295997 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 83BBE9FD20EB54D800295997 /* imgui_impl_metal.mm */; };
|
||||
83BBE9FF20EB54D800295997 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 83BBE9FD20EB54D800295997 /* imgui_impl_metal.mm */; };
|
||||
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0120EB54E700295997 /* imgui_draw.cpp */; };
|
||||
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0120EB54E700295997 /* imgui_draw.cpp */; };
|
||||
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0220EB54E700295997 /* imgui_demo.cpp */; };
|
||||
@ -41,31 +34,24 @@
|
||||
/* Begin PBXFileReference section */
|
||||
07A82ED62139413C0078D120 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
07A82ED72139413C0078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
8307E7BB20E9F9C700473790 /* Renderer.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = Renderer.h; sourceTree = "<group>"; };
|
||||
8307E7BC20E9F9C700473790 /* Renderer.mm */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.objcpp; path = Renderer.mm; sourceTree = "<group>"; };
|
||||
5079822D257677DB0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
|
||||
8307E7C420E9F9C900473790 /* example_apple_metal.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = example_apple_metal.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
8307E7CA20E9F9C900473790 /* ViewController.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = ViewController.h; sourceTree = "<group>"; };
|
||||
8307E7CB20E9F9C900473790 /* ViewController.mm */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.cpp.objcpp; path = ViewController.mm; sourceTree = "<group>"; };
|
||||
8307E7CE20E9F9C900473790 /* Base */ = {isa = PBXFileReference; lastKnownFileType = file.storyboard; name = Base; path = Base.lproj/Main.storyboard; sourceTree = "<group>"; };
|
||||
8307E7D320E9F9C900473790 /* Info-iOS.plist */ = {isa = PBXFileReference; lastKnownFileType = text.plist.xml; path = "Info-iOS.plist"; sourceTree = "<group>"; };
|
||||
8307E7DA20E9F9C900473790 /* example_apple_metal.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = example_apple_metal.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
8307E7DC20E9F9C900473790 /* AppDelegate.h */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.h; path = AppDelegate.h; sourceTree = "<group>"; };
|
||||
8307E7DD20E9F9C900473790 /* AppDelegate.m */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.c.objc; path = AppDelegate.m; sourceTree = "<group>"; };
|
||||
8307E7E320E9F9C900473790 /* Base */ = {isa = PBXFileReference; lastKnownFileType = file.storyboard; name = Base; path = Base.lproj/Main.storyboard; sourceTree = "<group>"; };
|
||||
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|
||||
</viewController>
|
||||
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
|
||||
</objects>
|
||||
</scene>
|
||||
</scenes>
|
||||
</document>
|
Binary file not shown.
Before Width: | Height: | Size: 1.6 KiB |
@ -21,9 +21,7 @@
|
||||
<key>LSRequiresIPhoneOS</key>
|
||||
<true/>
|
||||
<key>UILaunchStoryboardName</key>
|
||||
<string>Launch Screen</string>
|
||||
<key>UIMainStoryboardFile</key>
|
||||
<string>Main</string>
|
||||
<string>LaunchScreen</string>
|
||||
<key>UIRequiredDeviceCapabilities</key>
|
||||
<array>
|
||||
<string>armv7</string>
|
||||
|
@ -1,11 +1,9 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="14269.14" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
|
||||
<device id="retina4_7" orientation="portrait">
|
||||
<adaptation id="fullscreen"/>
|
||||
</device>
|
||||
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
|
||||
<device id="retina6_1" orientation="portrait" appearance="light"/>
|
||||
<dependencies>
|
||||
<deployment identifier="iOS"/>
|
||||
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="14252.5"/>
|
||||
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="17125"/>
|
||||
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
|
||||
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
|
||||
</dependencies>
|
||||
@ -15,10 +13,10 @@
|
||||
<objects>
|
||||
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
|
||||
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
|
||||
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
|
||||
<rect key="frame" x="0.0" y="0.0" width="414" height="896"/>
|
||||
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
|
||||
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
|
||||
<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
|
||||
<color key="backgroundColor" red="0.27843137254901962" green="0.36078431372549019" blue="0.50196078431372548" alpha="1" colorSpace="custom" customColorSpace="displayP3"/>
|
||||
</view>
|
||||
</viewController>
|
||||
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
|
@ -22,10 +22,8 @@
|
||||
<string>1</string>
|
||||
<key>LSMinimumSystemVersion</key>
|
||||
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
|
||||
<key>NSHumanReadableCopyright</key>
|
||||
<string>Copyright © 2018 Warren Moore. All rights reserved.</string>
|
||||
<key>NSMainStoryboardFile</key>
|
||||
<string>Main</string>
|
||||
<string>MainMenu</string>
|
||||
<key>NSPrincipalClass</key>
|
||||
<string>NSApplication</string>
|
||||
</dict>
|
||||
|
@ -1,9 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<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">
|
||||
<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES">
|
||||
<dependencies>
|
||||
<deployment identifier="macosx"/>
|
||||
<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="14269.14"/>
|
||||
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
|
||||
<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="17156"/>
|
||||
</dependencies>
|
||||
<scenes>
|
||||
<!--Application-->
|
||||
@ -16,8 +15,6 @@
|
||||
<modifierMask key="keyEquivalentModifierMask"/>
|
||||
<menu key="submenu" title="ImGui" systemMenu="apple" id="uQy-DD-JDr">
|
||||
<items>
|
||||
<menuItem title="Preferences…" keyEquivalent="," id="BOF-NM-1cW"/>
|
||||
<menuItem isSeparatorItem="YES" id="wFC-TO-SCJ"/>
|
||||
<menuItem title="Services" id="NMo-om-nkz">
|
||||
<modifierMask key="keyEquivalentModifierMask"/>
|
||||
<menu key="submenu" title="Services" systemMenu="services" id="hz9-B4-Xy5"/>
|
||||
@ -90,41 +87,7 @@
|
||||
<customObject id="YLy-65-1bz" customClass="NSFontManager"/>
|
||||
<customObject id="Ady-hI-5gd" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
|
||||
</objects>
|
||||
<point key="canvasLocation" x="75" y="0.0"/>
|
||||
</scene>
|
||||
<!--Window Controller-->
|
||||
<scene sceneID="R2V-B0-nI4">
|
||||
<objects>
|
||||
<windowController id="B8D-0N-5wS" sceneMemberID="viewController">
|
||||
<window key="window" title="ImGui" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" releasedWhenClosed="NO" animationBehavior="default" titleVisibility="hidden" id="IQv-IB-iLA">
|
||||
<windowStyleMask key="styleMask" titled="YES" closable="YES" miniaturizable="YES" resizable="YES"/>
|
||||
<windowPositionMask key="initialPositionMask" leftStrut="YES" rightStrut="YES" topStrut="YES" bottomStrut="YES"/>
|
||||
<rect key="contentRect" x="196" y="240" width="480" height="270"/>
|
||||
<rect key="screenRect" x="0.0" y="0.0" width="1680" height="1027"/>
|
||||
<connections>
|
||||
<outlet property="delegate" destination="B8D-0N-5wS" id="CyC-Pq-WbN"/>
|
||||
</connections>
|
||||
</window>
|
||||
<connections>
|
||||
<segue destination="XfG-lQ-9wD" kind="relationship" relationship="window.shadowedContentViewController" id="cq2-FE-JQM"/>
|
||||
</connections>
|
||||
</windowController>
|
||||
<customObject id="Oky-zY-oP4" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
|
||||
</objects>
|
||||
<point key="canvasLocation" x="-128" y="390"/>
|
||||
</scene>
|
||||
<!--View Controller-->
|
||||
<scene sceneID="hIz-AP-VOD">
|
||||
<objects>
|
||||
<viewController id="XfG-lQ-9wD" customClass="ViewController" sceneMemberID="viewController">
|
||||
<view key="view" wantsLayer="YES" id="m2S-Jp-Qdl" customClass="MTKView">
|
||||
<rect key="frame" x="0.0" y="0.0" width="1280" height="720"/>
|
||||
<autoresizingMask key="autoresizingMask"/>
|
||||
</view>
|
||||
</viewController>
|
||||
<customObject id="rPt-NT-nkU" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
|
||||
</objects>
|
||||
<point key="canvasLocation" x="205" y="1032"/>
|
||||
<point key="canvasLocation" x="-362" y="-38"/>
|
||||
</scene>
|
||||
</scenes>
|
||||
</document>
|
394
examples/example_apple_metal/main.mm
Normal file
394
examples/example_apple_metal/main.mm
Normal file
@ -0,0 +1,394 @@
|
||||
// Dear ImGui: standalone example application for OSX + Metal.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#import <Foundation/Foundation.h>
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
#import <UIKit/UIKit.h>
|
||||
#endif
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <MetalKit/MetalKit.h>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
|
||||
@interface ViewController : NSViewController
|
||||
@end
|
||||
#else
|
||||
@interface ViewController : UIViewController
|
||||
@end
|
||||
#endif
|
||||
|
||||
@interface ViewController () <MTKViewDelegate>
|
||||
@property (nonatomic, readonly) MTKView *mtkView;
|
||||
@property (nonatomic, strong) id <MTLDevice> device;
|
||||
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
|
||||
@end
|
||||
|
||||
@implementation ViewController
|
||||
|
||||
- (instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
|
||||
{
|
||||
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
|
||||
|
||||
_device = MTLCreateSystemDefaultDevice();
|
||||
_commandQueue = [_device newCommandQueue];
|
||||
|
||||
if (!self.device)
|
||||
{
|
||||
NSLog(@"Metal is not supported");
|
||||
abort();
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
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 Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Renderer backend
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
|
||||
// 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 'docs/FONTS.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);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (MTKView *)mtkView
|
||||
{
|
||||
return (MTKView *)self.view;
|
||||
}
|
||||
|
||||
- (void)loadView
|
||||
{
|
||||
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 720)];
|
||||
}
|
||||
|
||||
- (void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
self.mtkView.device = self.device;
|
||||
self.mtkView.delegate = self;
|
||||
|
||||
#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.
|
||||
// To match the behavior of other backends, we pass every event down to the OS.
|
||||
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
|
||||
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event)
|
||||
{
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
return event;
|
||||
}];
|
||||
|
||||
ImGui_ImplOSX_Init();
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
#pragma mark - Interaction
|
||||
|
||||
#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)rightMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDown:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseUp:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)mouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)rightMouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)otherMouseDragged:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
- (void)scrollWheel:(NSEvent *)event {
|
||||
ImGui_ImplOSX_HandleEvent(event, self.view);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
// 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
|
||||
|
||||
#pragma mark - MTKViewDelegate
|
||||
|
||||
- (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];
|
||||
|
||||
// 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 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* draw_data = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
}
|
||||
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#pragma mark - Application Delegate
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, strong) NSWindow *window;
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (instancetype)init
|
||||
{
|
||||
if (self = [super init])
|
||||
{
|
||||
NSViewController *rootViewController = [[ViewController alloc] initWithNibName:nil bundle:nil];
|
||||
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
|
||||
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
|
||||
backing:NSBackingStoreBuffered
|
||||
defer:NO];
|
||||
self.window.contentViewController = rootViewController;
|
||||
[self.window orderFront:self];
|
||||
[self.window center];
|
||||
[self.window becomeKeyWindow];
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#else
|
||||
|
||||
@interface AppDelegate : UIResponder <UIApplicationDelegate>
|
||||
@property (strong, nonatomic) UIWindow *window;
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
- (BOOL)application:(UIApplication *)application
|
||||
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
|
||||
{
|
||||
UIViewController *rootViewController = [[ViewController alloc] init];
|
||||
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
|
||||
self.window.rootViewController = rootViewController;
|
||||
[self.window makeKeyAndVisible];
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#endif
|
||||
|
||||
#pragma mark - main()
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
int main(int argc, const char * argv[])
|
||||
{
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
int main(int argc, char * argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
@ -16,6 +16,7 @@
|
||||
4080A9B020B0347A0036BA46 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99F20B034280036BA46 /* imgui_impl_osx.mm */; };
|
||||
4080A9B320B034E40036BA46 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 4080A9B220B034E40036BA46 /* Cocoa.framework */; };
|
||||
4080A9B520B034EA0036BA46 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 4080A9B420B034EA0036BA46 /* OpenGL.framework */; };
|
||||
50798230257677FD0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822F257677FC0038A28D /* imgui_tables.cpp */; };
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXCopyFilesBuildPhase section */
|
||||
@ -34,10 +35,10 @@
|
||||
07A82EDA213941D00078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
4080A96B20B029B00036BA46 /* example_osx_opengl2 */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = example_osx_opengl2; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
4080A98A20B02CD90036BA46 /* main.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; path = main.mm; sourceTree = SOURCE_ROOT; };
|
||||
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_impl_opengl2.cpp; path = ../imgui_impl_opengl2.cpp; sourceTree = "<group>"; };
|
||||
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../imgui_impl_osx.mm; sourceTree = "<group>"; };
|
||||
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../imgui_impl_opengl2.h; sourceTree = "<group>"; };
|
||||
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../imgui_impl_osx.h; sourceTree = "<group>"; };
|
||||
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_impl_opengl2.cpp; path = ../../backends/imgui_impl_opengl2.cpp; sourceTree = "<group>"; };
|
||||
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../../backends/imgui_impl_osx.mm; sourceTree = "<group>"; };
|
||||
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../../backends/imgui_impl_opengl2.h; sourceTree = "<group>"; };
|
||||
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
|
||||
4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = "<group>"; };
|
||||
4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = "<group>"; };
|
||||
@ -46,6 +47,7 @@
|
||||
4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = "<group>"; };
|
||||
4080A9B220B034E40036BA46 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||
4080A9B420B034EA0036BA46 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
|
||||
5079822F257677FC0038A28D /* imgui_tables.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_tables.cpp; path = ../../imgui_tables.cpp; sourceTree = "<group>"; };
|
||||
/* End PBXFileReference section */
|
||||
|
||||
/* Begin PBXFrameworksBuildPhase section */
|
||||
@ -64,6 +66,7 @@
|
||||
4080A96220B029B00036BA46 = {
|
||||
isa = PBXGroup;
|
||||
children = (
|
||||
5079822F257677FC0038A28D /* imgui_tables.cpp */,
|
||||
4080A9AC20B0343C0036BA46 /* imconfig.h */,
|
||||
4080A9A720B0343C0036BA46 /* imgui.cpp */,
|
||||
4080A9A820B0343C0036BA46 /* imgui.h */,
|
||||
@ -161,6 +164,7 @@
|
||||
4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */,
|
||||
4080A9B020B0347A0036BA46 /* imgui_impl_osx.mm in Sources */,
|
||||
4080A9AE20B0343C0036BA46 /* imgui.cpp in Sources */,
|
||||
50798230257677FD0038A28D /* imgui_tables.cpp in Sources */,
|
||||
07A82EDB213941D00078D120 /* imgui_widgets.cpp in Sources */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
|
@ -1,9 +1,10 @@
|
||||
// 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.
|
||||
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_osx.h"
|
||||
#include "../imgui_impl_opengl2.h"
|
||||
#include "../../backends/imgui_impl_osx.h"
|
||||
#include "../../backends/imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
@ -45,7 +46,7 @@
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Global data for the demo
|
||||
// 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);
|
||||
@ -138,7 +139,7 @@
|
||||
animationTimer = nil;
|
||||
}
|
||||
|
||||
// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
|
||||
// Forward Mouse/Keyboard events to Dear ImGui OSX backend.
|
||||
-(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); }
|
||||
@ -243,16 +244,18 @@
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
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 Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplOSX_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
|
@ -1,12 +0,0 @@
|
||||
|
||||
# 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
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
|
||||
- Then build using `make` while in the `example_emscripten/` directory.
|
||||
|
||||
- Note that Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile:
|
||||
|
||||
`#EMS += -s BINARYEN_TRAP_MODE=clamp`
|
@ -7,18 +7,20 @@
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make` will produce three files:
|
||||
# - example_emscripten.html
|
||||
# - example_emscripten.js
|
||||
# - example_emscripten.wasm
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
EXE = example_emscripten.html
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
@ -51,7 +53,7 @@ endif
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I../ -I../../
|
||||
CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os
|
||||
CPPFLAGS += $(EMS)
|
||||
@ -65,10 +67,10 @@ LDFLAGS += --shell-file shell_minimal.html
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
@ -77,8 +79,14 @@ LDFLAGS += --shell-file shell_minimal.html
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LIBS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
|
||||
rm -rf $(OBJS) $(WEB_DIR)
|
22
examples/example_emscripten_opengl3/README.md
Normal file
22
examples/example_emscripten_opengl3/README.md
Normal file
@ -0,0 +1,22 @@
|
||||
## 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
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
- Then build using `make` while in the `example_emscripten_opengl3/` directory.
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_emscripten_opengl3.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
|
||||
## Obsolete features:
|
||||
|
||||
- Emscripten 2.0 (August 2020) obsoleted the fastcomp backend, only llvm is supported.
|
||||
- Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile: `#EMS += -s BINARYEN_TRAP_MODE=clamp`
|
@ -1,10 +1,11 @@
|
||||
// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
|
||||
// Dear ImGui: standalone example application for Emscripten, using SDL2 + OpenGL3
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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"
|
||||
@ -72,7 +73,7 @@ int main(int, char**)
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
@ -7,33 +7,34 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_metal
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.mm
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm
|
||||
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
|
||||
CXXFLAGS = -I../ -I../../ -I/usr/local/include
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
%.o:$(IMGUI_DIR)/backends/%.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 $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
// dear imgui: standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
@ -22,7 +23,7 @@ static void glfw_error_callback(int error, const char* description)
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Dear ImGui binding
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
@ -62,6 +63,7 @@ int main(int, char**)
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplMetal_Init(device);
|
||||
|
||||
|
@ -15,13 +15,14 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_opengl2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
@ -63,10 +64,10 @@ endif
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
|
@ -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\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_glfw_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -90,7 +90,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -104,7 +104,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -120,7 +120,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -140,7 +140,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -158,17 +158,18 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
@ -177,4 +178,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -22,15 +22,18 @@
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -42,10 +45,10 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_glfw.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
@ -55,4 +58,4 @@
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -1,6 +1,7 @@
|
||||
// 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.
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_glfw_opengl2/ folder**
|
||||
@ -50,7 +51,7 @@ int main(int, char**)
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
@ -135,7 +136,7 @@ int main(int, char**)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// 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.
|
||||
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
||||
//GLint last_program;
|
||||
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
//glUseProgram(0);
|
||||
|
@ -15,13 +15,14 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_opengl3
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
@ -42,6 +43,10 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
# SOURCES += ../libs/glad/src/glad.c
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
## Using OpenGL loader: glad2
|
||||
# SOURCES += ../libs/glad/src/gl.c
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD2
|
||||
|
||||
## Using OpenGL loader: glbinding
|
||||
## This assumes a system-wide installation
|
||||
## of either version 3.0.0 (or newer)
|
||||
@ -89,10 +94,10 @@ endif
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
|
@ -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\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
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_glfw_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I..\libs\gl3w
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -90,7 +90,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -104,7 +104,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -120,7 +120,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -140,7 +140,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -158,9 +158,10 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
@ -168,8 +169,8 @@
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
|
||||
</ItemGroup>
|
||||
@ -180,4 +181,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -28,15 +28,18 @@
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_opengl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -54,10 +57,10 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_glfw.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_opengl3.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
@ -67,4 +70,4 @@
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -1,6 +1,7 @@
|
||||
// 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.
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
@ -17,6 +18,8 @@
|
||||
#include <GL/glew.h> // Initialize with glewInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
#include <glad/glad.h> // Initialize with gladLoadGL()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
|
||||
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
|
||||
@ -54,7 +57,7 @@ int main(int, char**)
|
||||
return 1;
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
#ifdef __APPLE__
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
@ -84,6 +87,8 @@ int main(int, char**)
|
||||
bool err = glewInit() != GLEW_OK;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
bool err = gladLoadGL() == 0;
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
|
||||
bool err = gladLoadGL(glfwGetProcAddress) == 0; // glad2 recommend using the windowing library loader instead of the (optionally) bundled one.
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
|
||||
bool err = false;
|
||||
glbinding::Binding::initialize();
|
||||
@ -110,7 +115,7 @@ int main(int, char**)
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
|
@ -25,17 +25,19 @@ include_directories(${GLFW_DIR}/include)
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR} ..)
|
||||
include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..)
|
||||
|
||||
# Libraries
|
||||
find_library(VULKAN_LIBRARY
|
||||
NAMES vulkan vulkan-1)
|
||||
set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
|
||||
find_package(Vulkan REQUIRED)
|
||||
#find_library(VULKAN_LIBRARY
|
||||
#NAMES vulkan vulkan-1)
|
||||
#set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
|
||||
set(LIBRARIES "glfw;Vulkan::Vulkan")
|
||||
|
||||
# Use vulkan headers from glfw:
|
||||
include_directories(${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 ${IMGUI_DIR}/imgui_widgets.cpp)
|
||||
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
|
||||
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
|
||||
|
@ -1,7 +1,14 @@
|
||||
@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\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
@set OUT_EXE=example_glfw_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
mkdir Release
|
||||
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -1,7 +1,13 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
|
||||
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
mkdir Release
|
||||
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
@ -90,7 +90,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -104,7 +104,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -120,7 +120,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -140,7 +140,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -158,17 +158,18 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\imgui_impl_vulkan.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
@ -177,4 +178,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -10,6 +10,9 @@
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
@ -19,18 +22,18 @@
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_vulkan.cpp">
|
||||
<Filter>sources</Filter>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -42,10 +45,10 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_glfw.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_vulkan.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
@ -55,4 +58,4 @@
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -1,11 +1,12 @@
|
||||
// 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.
|
||||
// Dear ImGui: standalone example application for Glfw + Vulkan
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// 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.
|
||||
// You will use those if you want to use this rendering backend 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.
|
||||
// the backend 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"
|
||||
@ -43,8 +44,6 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
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)
|
||||
{
|
||||
@ -74,10 +73,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
// Enabling multiple validation layers grouped as LunarG standard validation
|
||||
const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
|
||||
// Enabling validation layers
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
@ -255,6 +253,11 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
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);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
@ -312,6 +315,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
if (g_SwapChainRebuild)
|
||||
return;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
@ -321,6 +326,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
@ -330,13 +340,6 @@ static void glfw_error_callback(int error, const char* description)
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void glfw_resize_callback(GLFWwindow*, int w, int h)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
g_SwapChainResizeWidth = w;
|
||||
g_SwapChainResizeHeight = h;
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup GLFW window
|
||||
@ -365,7 +368,6 @@ int main(int, char**)
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
glfwGetFramebufferSize(window, &w, &h);
|
||||
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
@ -380,7 +382,7 @@ int main(int, char**)
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
init_info.Instance = g_Instance;
|
||||
@ -457,12 +459,17 @@ int main(int, char**)
|
||||
glfwPollEvents();
|
||||
|
||||
// Resize swap chain?
|
||||
if (g_SwapChainRebuild && g_SwapChainResizeWidth > 0 && g_SwapChainResizeHeight > 0)
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
if (width > 0 && height > 0)
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
@ -513,6 +520,7 @@ int main(int, char**)
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
if (!is_minimized)
|
||||
{
|
||||
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
FrameRender(wd, draw_data);
|
||||
FramePresent(wd);
|
||||
}
|
||||
|
@ -10,13 +10,14 @@
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glut_opengl2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../imgui_impl_glut.cpp ../imgui_impl_opengl2.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
@ -58,10 +59,10 @@ endif
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
|
@ -158,17 +158,18 @@
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_glut.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glut.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_glut.h" />
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glut.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
@ -177,4 +178,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -22,15 +22,18 @@
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_glut.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glut.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
@ -42,10 +45,10 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_glut.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glut.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_opengl2.h">
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
|
@ -1,8 +1,9 @@
|
||||
// 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.
|
||||
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// !!! 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 2020, you are being abused. Please show some resistance. !!!
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
#include "imgui.h"
|
||||
@ -115,7 +116,7 @@ int main(int argc, char** argv)
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGLUT_Init();
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
@ -1,5 +1,6 @@
|
||||
// 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.
|
||||
// Dear ImGui: standalone example application for Marmalade
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of Dear ImGui
|
||||
@ -26,7 +27,7 @@ int main(int, char**)
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// Load Fonts
|
||||
|
@ -17,8 +17,8 @@ options
|
||||
|
||||
includepaths
|
||||
{
|
||||
..
|
||||
../..
|
||||
../../backends
|
||||
}
|
||||
|
||||
subprojects
|
||||
@ -33,14 +33,15 @@ files
|
||||
../../imgui.cpp
|
||||
../../imgui_demo.cpp
|
||||
../../imgui_draw.cpp
|
||||
../../imgui_tables.cpp
|
||||
../../imgui_widgets.cpp
|
||||
../../imconfig.h
|
||||
../../imgui.h
|
||||
../../imgui_internal.h
|
||||
|
||||
["imgui","Marmalade binding"]
|
||||
../imgui_impl_marmalade.h
|
||||
../imgui_impl_marmalade.cpp
|
||||
["imgui","Marmalade backend"]
|
||||
../../backends/imgui_impl_marmalade.h
|
||||
../../backends/imgui_impl_marmalade.cpp
|
||||
main.cpp
|
||||
|
||||
}
|
||||
|
@ -2,7 +2,7 @@
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# Important: This is a "null back-end" application, with no visible output or interaction!
|
||||
# Important: This is a "null backend" application, with no visible output or interaction!
|
||||
# This is used for testing purpose and continuous integration, and has little use for end-user.
|
||||
#
|
||||
|
||||
@ -11,12 +11,13 @@ WITH_EXTRA_WARNINGS ?= 0
|
||||
WITH_FREETYPE ?= 0
|
||||
|
||||
EXE = example_null
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS += -I../ -I../../
|
||||
CXXFLAGS += -I$(IMGUI_DIR)
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
@ -28,7 +29,7 @@ endif
|
||||
# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp
|
||||
# (only supported on Linux, and note that the imgui_freetype code currently won't be executed)
|
||||
ifeq ($(WITH_FREETYPE), 1)
|
||||
SOURCES += ../../misc/freetype/imgui_freetype.cpp
|
||||
SOURCES += $(IMGUI_DIR)/misc/freetype/imgui_freetype.cpp
|
||||
CXXFLAGS += $(shell pkg-config --cflags freetype2)
|
||||
LIBS += $(shell pkg-config --libs freetype2)
|
||||
endif
|
||||
@ -71,13 +72,13 @@ endif
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../%.cpp
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../%.cpp
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../../misc/freetype/%.cpp
|
||||
%.o:$(IMGUI_DIR)/misc/freetype/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui: null/dummy example application
|
||||
// dear imgui: "null" 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"
|
||||
|
@ -1,8 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
set OUT_DIR=Debug
|
||||
set OUT_EXE=example_sdl_directx11
|
||||
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user