imgui/examples
2015-11-16 21:35:49 +01:00
..
allegro5_example Examples: Most examples apps detect if ImDrawIdx was changed to 32-bits instead of 16 2015-11-08 11:00:31 +00:00
directx9_example Examples: Added /Zi (output debug information) in build_win32.bat files 2015-11-11 09:45:18 +00:00
directx11_example Examples: Added /Zi (output debug information) in build_win32.bat files 2015-11-11 09:45:18 +00:00
ios_example Examples: Possibly clarified the intent of imgui_impl_* files. 2015-10-13 17:53:43 +02:00
libs iOS example working based on modified OpenGL3 example + Synergy 2015-07-07 21:17:48 -06:00
marmalade_example Examples: update all examples with same comment (#389) 2015-10-30 10:45:16 +01:00
opengl3_example Moving stdlib.h include outside of imgui.h (#405) 2015-11-13 17:08:54 +01:00
opengl_example Moving stdlib.h include outside of imgui.h (#405) 2015-11-13 17:08:54 +01:00
sdl_opengl3_example Previous SDL implementation didn't work with my OpenGL 3.3 project, spliced the GLFW OpenGL examples on top of the SDL example to create an option that works for me. Could be useful for others. 2015-09-30 15:12:00 +01:00
sdl_opengl_example Examples: Most examples apps detect if ImDrawIdx was changed to 32-bits instead of 16 2015-11-08 11:00:31 +00:00
.gitignore Better Git ignore list for quick compilations in same folder 2015-09-10 20:09:29 +01:00
imgui_examples_msvc2010.sln Examples: Added 64-bit projects for MSVC 2015-03-14 10:09:53 +00:00
README.txt Added example for the Marmalade platform 2015-10-08 22:38:37 +02:00

Those are standalone ready-to-build applications to demonstrate ImGui.
Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
  
TL;DR; 
 Refer to 'opengl_example' to understand how the library is setup, because it is the simplest one.
 Copy the imgui_impl_xxx.cpp/.h files you need if you are using one of provided rendering/IO backends.
 If using different or your own backend, copy opengl_example/imgui_impl_opengl.cpp/.h to get started.
 

ImGui is highly portable and only requires a few things to run:
 - Providing mouse/keyboard inputs
 - Load the font atlas texture into GPU 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 2015 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.

opengl_example/
    OpenGL example, using GLFW + fixed pipeline.
    This is simple and should work for all OpenGL enabled applications.
    Prefer following this example to learn how ImGui works!
	(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
	by calling "glUseProgram(0)" before ImGui::Render.)

opengl3_example/
    OpenGL example, using GLFW/GL3W + programmable pipeline.
    This uses more modern OpenGL calls and custom shaders. It's more messy.

directx9_example/
    DirectX9 example, Windows only.
	
directx11_example/
    DirectX11 example, Windows only.
    This is quite long and tedious, because: DirectX11.
	
ios_example/
    iOS example.
    Using Synergy to access keyboard/mouse data from server computer.
    Synergy keyboard integration is rather hacky.

sdl_opengl_example/
    SDL2 + OpenGL example.

allegro5_example/
    Allegro 5 example.
	 
marmalade_example/
    Marmalade example using IwGx