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923bd2fd21
This also removes unnecessary recreation of backend-owned device objects when the window is resized. + amend original PR with a g_pSwapChain->SetFullscreenState(false, NULL); call. |
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example_allegro5 | ||
example_android_opengl3 | ||
example_apple_metal | ||
example_apple_opengl2 | ||
example_emscripten_opengl3 | ||
example_emscripten_wgpu | ||
example_glfw_metal | ||
example_glfw_opengl2 | ||
example_glfw_opengl3 | ||
example_glfw_vulkan | ||
example_glut_opengl2 | ||
example_marmalade | ||
example_null | ||
example_sdl_directx11 | ||
example_sdl_metal | ||
example_sdl_opengl2 | ||
example_sdl_opengl3 | ||
example_sdl_vulkan | ||
example_win32_directx9 | ||
example_win32_directx10 | ||
example_win32_directx11 | ||
example_win32_directx12 | ||
libs | ||
imgui_examples.sln | ||
README.txt |
See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app). Examples = Standalone applications showcasing integration with platforms/graphics api. Some Examples have extra README files in their respective directory, please check them too! Once Dear ImGui is running (in either examples or your own application/game/engine), run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API.