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45 lines
1.9 KiB
Plaintext
45 lines
1.9 KiB
Plaintext
Those are standalone ready-to-build applications to demonstrate ImGui.
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Binaries of those demos are available from the main GitHub page.
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ImGui is highly portable and only requires a few things to run:
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- Providing mouse/keyboard inputs
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- Load the font atlas texture into GPU memory
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- Providing a render function to process the drawing commands (we rendere indexed textured triangles)
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- Extra just as clipboard support, mouse cursor supports, Windows IME support.
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So this is essentially what those examples are doing + the obligatory cruft for portability.
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Unfortunately in 2015 it is still a massive pain to create and maintain portable build files using
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external library like the ones used here.
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I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
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Please let me know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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opengl_example/
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OpenGL example, using GLFW + fixed pipeline.
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This is simple and should work for all OpenGL enabled applications.
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Prefer following this example to learn how ImGui works!
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opengl3_example/
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OpenGL example, using GLFW/GL3W + programmable pipeline.
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This uses more modern OpenGL calls and custom shaders.
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Even if your application is using modern OpenGL you are better off copying the code from the fixed pipeline version!
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I don't think there is an advantage using this over the simpler example, but it is provided for reference.
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directx9_example/
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DirectX9 example, Windows only.
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directx11_example/
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DirectX11 example, Windows only.
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This is quite long and tedious, because: DirectX11.
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ios_example/
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iOS example.
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Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky.
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sdl_opengl_example/
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SDL2 + OpenGL example.
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allegro5_example/
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Allegro 5 example.
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