mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 23:06:36 +00:00
92 lines
4.6 KiB
Plaintext
92 lines
4.6 KiB
Plaintext
Those are standalone ready-to-build applications to demonstrate ImGui.
|
|
Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
|
|
|
|
Third party languages and frameworks bindings: https://github.com/ocornut/imgui/wiki/Links
|
|
(languages: C, .net, rust, D, Python, Lua..)
|
|
(frameworks: DX12, Vulkan, Cinder, OpenGLES, openFrameworks, Cocos2d-x, SFML, Flexium, NanoRT, Irrlicht..)
|
|
(extras: RemoteImGui, ImWindow, imgui_wm..)
|
|
|
|
TL;DR;
|
|
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
|
|
- To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one.
|
|
The other examples requires more boilerplate and are harder to read.
|
|
However, USE 'opengl3_example' in your application if you are using any modern OpenGL3+ calls.
|
|
Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by some drivers.
|
|
If you are not sure, in doubt, use 'opengl3_example'.
|
|
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
|
|
to your project and use them unmodified.
|
|
- If you have your own engine, you probably want to start from one of the OpenGL example and adapt it to
|
|
your engine, but you can read the other examples as well.
|
|
|
|
ImGui is highly portable and only requires a few things to run:
|
|
- Providing mouse/keyboard inputs
|
|
- Load 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.
|
|
So this is essentially what those examples are doing + the obligatory cruft for portability.
|
|
|
|
Unfortunately in 2016 it is still tedious to create and maintain portable build files using external
|
|
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
|
|
third party software. For most examples here I choose to provide:
|
|
- Makefiles for Linux/OSX
|
|
- Batch files for Visual Studio 2008+
|
|
- A .sln project file for Visual Studio 2010+
|
|
Please let me know if they don't work with your setup!
|
|
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
|
|
directly with a command-line compiler.
|
|
|
|
ImGui has zero frame of lag for most behaviors and one frame of lag for some behaviors.
|
|
At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
|
|
a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
|
|
experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
|
|
the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience
|
|
to switch to a software rendered cursor when an interactive drag is in progress.
|
|
Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
|
|
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
|
|
|
|
opengl2_example/
|
|
GLFW + OpenGL example (old, fixed graphic pipeline).
|
|
This is only provided as a reference to learn how ImGui integration works, because it is easier to read.
|
|
However, if your code is using GL3+ context, using this may confuse your driver. Please use the GL3 example below.
|
|
(You might be able to use this code in a GL3/GL4 context but make sure you disable the programmable
|
|
pipeline by calling "glUseProgram(0)" before ImGui::Render. It appears that many librairies and drivers
|
|
are having issues mixing GL2 calls and newer GL3/GL4 calls. So it isn't recommended that you use that.)
|
|
|
|
opengl3_example/
|
|
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
|
|
This uses more modern OpenGL calls and custom shaders.
|
|
Prefer using that if you are using modern OpenGL3/4 in your application.
|
|
|
|
directx9_example/
|
|
DirectX9 example, Windows only.
|
|
|
|
directx10_example/
|
|
DirectX10 example, Windows only.
|
|
This is quite long and tedious, because: DirectX10.
|
|
|
|
directx11_example/
|
|
DirectX11 example, Windows only.
|
|
This is quite long and tedious, because: DirectX11.
|
|
|
|
apple_example/
|
|
OSX & iOS example.
|
|
On iOS, Using Synergy to access keyboard/mouse data from server computer.
|
|
Synergy keyboard integration is rather hacky.
|
|
|
|
sdl_opengl2_example/
|
|
SDL2 + OpenGL example (old fixed pipeline).
|
|
|
|
sdl_opengl3_example/
|
|
SDL2 + OpenGL3 example.
|
|
|
|
allegro5_example/
|
|
Allegro 5 example.
|
|
|
|
marmalade_example/
|
|
Marmalade example using IwGx
|
|
|
|
vulkan_example/
|
|
Vulkan example.
|
|
This is quite long and tedious, because: Vulkan.
|
|
|