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Might save an hour of staring at blank-screen to 5% of the population, worth it.
52 lines
2.2 KiB
Plaintext
52 lines
2.2 KiB
Plaintext
Those are standalone ready-to-build applications to demonstrate ImGui.
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Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
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TL;DR;
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Refer to 'opengl_example' to understand how the library is setup, because it is the simplest one.
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Copy the imgui_impl_xxx.cpp/.h files you need if you are using one of provided rendering/IO backends.
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If using different or your own backend, copy opengl_example/imgui_impl_opengl.cpp/.h to get started.
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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 render indexed textured triangles
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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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 we're using here to provide 3D rendering.
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For most examples here 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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(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
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by calling "glUseProgram(0)" before ImGui::Render.)
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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. It's more messy.
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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.
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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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