imgui/examples
2018-03-15 19:25:23 +01:00
..
allegro5_example Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) 2018-02-28 19:03:39 +01:00
apple_example Added ImGuiKey_Space, mapped in every examples. Will be required for navigation. (#787) 2018-02-06 19:29:31 +01:00
directx9_example Examples: Updated Makefile and batch files to work with new examples. Using lowercase "gl.h" as it seems this is what Linux wants. 2018-03-07 12:05:47 +01:00
directx10_example Examples: DPI: Portable DPI related helpers in the _Win32 examples. Using one in examples's main.cpp, the GetDpiScale functions are not wired anywhere for now. (#1542, #1676) 2018-03-12 10:31:39 +01:00
directx11_example Viewport, DPI: Some early work on per-viewport DPI support. At the moment the easiest way is to replace fonts during the ChangedViewport callback, but down the line we should aim at handling some of it at ImFont level. (#1542, #1676) 2018-03-12 10:31:39 +01:00
directx12_example Viewport: Reorganized viewport enable flags. Both user + platform + renderer need to enable a flag. (#1542) 2018-03-07 12:35:26 +01:00
libs Moved extra_fonts/ to misc/fonts/. Moved .natvis file to misc/natvis/ (#1569) 2018-01-31 16:00:07 +01:00
marmalade_example Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) 2018-02-28 19:03:39 +01:00
null_example Merge branch 'master' into context 2018-01-31 16:02:26 +01:00
opengl2_example Examples Refactor: GLFW: Explicit functions to init GLFW with OpenGL or Vulkan since we cannot read the api hints from glfw. 2018-03-15 16:42:21 +01:00
opengl3_example Examples Refactor: GLFW: Explicit functions to init GLFW with OpenGL or Vulkan since we cannot read the api hints from glfw. 2018-03-15 16:42:21 +01:00
sdl_opengl2_example Examples: Using draw_data->DisplaySize, followup to c50198debe. Fix Vulkan secondary viewport rendering. SDL+Vulkan: Matched changes. Fix vcprojs. (#1542, #1042) 2018-03-13 23:07:12 +01:00
sdl_opengl3_example Viewport, Platform: SDL: Makes the CreateViewport function restore current GL context so in theory it is free from side-effect. That said, it seems like there is a bug in SDL because our CreateViewport (currently in Render(), not for long) have affect a jerky side-effect if SDL_GL_MakeCurrent() is called before Render(). (#1542) 2018-03-15 19:25:23 +01:00
sdl_vulkan_example Examples: Using draw_data->DisplaySize, followup to c50198debe. Fix Vulkan secondary viewport rendering. SDL+Vulkan: Matched changes. Fix vcprojs. (#1542, #1042) 2018-03-13 23:07:12 +01:00
vulkan_example Examples: SDL,GLFW,Vulkan: The Platform<>Renderer link is handled by SDL/GLFW platforms, both can compile without Vulkan headers, SDL+Vulkan is now on part with GLFW+Vulkan (aka broken the same way!). (#1542) 2018-03-13 23:16:15 +01:00
.gitignore Simplified .gitignore list 2018-02-21 23:14:55 +01:00
imgui_examples.sln Examples: DirectX12: Removed from current solution which is meant to be VS2010 compatible for now (will change soon). 2018-02-22 22:38:22 +01:00
imgui_impl_allegro5.cpp Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_allegro5.h Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_dx9.cpp Examples: Using draw_data->DisplaySize, followup to c50198debe. Fix Vulkan secondary viewport rendering. SDL+Vulkan: Matched changes. Fix vcprojs. (#1542, #1042) 2018-03-13 23:07:12 +01:00
imgui_impl_dx9.h Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_dx10.cpp Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
imgui_impl_dx10.h Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_dx11.cpp Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
imgui_impl_dx11.h Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_dx12.cpp Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
imgui_impl_dx12.h Examples: DirectX12: Merged to new example format, imgui_impl_dx12.cpp contains the DX12 stuff, couple with imgui_impl_win32.cpp 2018-02-23 10:56:06 +01:00
imgui_impl_glfw.cpp Examples Refactor: GLFW: Explicit functions to init GLFW with OpenGL or Vulkan since we cannot read the api hints from glfw. 2018-03-15 16:42:21 +01:00
imgui_impl_glfw.h Examples Refactor: GLFW: Explicit functions to init GLFW with OpenGL or Vulkan since we cannot read the api hints from glfw. 2018-03-15 16:42:21 +01:00
imgui_impl_marmalade.cpp Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_marmalade.h Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_opengl2.cpp Examples: Using draw_data->DisplaySize, followup to c50198debe. Fix Vulkan secondary viewport rendering. SDL+Vulkan: Matched changes. Fix vcprojs. (#1542, #1042) 2018-03-13 23:07:12 +01:00
imgui_impl_opengl2.h Examples: Titles/comments in headers 2018-02-21 23:05:17 +01:00
imgui_impl_opengl3.cpp Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
imgui_impl_opengl3.h Merge branch 'master' into viewport 2018-03-06 20:02:40 +01:00
imgui_impl_sdl2.cpp Viewport, Platform: SDL: Makes the CreateViewport function restore current GL context so in theory it is free from side-effect. That said, it seems like there is a bug in SDL because our CreateViewport (currently in Render(), not for long) have affect a jerky side-effect if SDL_GL_MakeCurrent() is called before Render(). (#1542) 2018-03-15 19:25:23 +01:00
imgui_impl_sdl2.h Examples: SDL: Initial attempt at implementing the viewport/platform api. (WIP/test API) (#1542) 2018-02-27 23:34:27 +01:00
imgui_impl_vulkan.cpp Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
imgui_impl_vulkan.h Viewport: Removed back-end renderer code that implied we need to clear with WindowBg color. Added NoRendererClear flag. (#1542, #1042) 2018-03-15 18:17:04 +01:00
imgui_impl_win32.cpp Viewport, Platform, Examples: Changes to resizing flow + restored support for Platform events affecting the ImGui windows (so Decorated windows are functional). (#1542, #1042) .. 2018-03-15 10:57:22 +01:00
imgui_impl_win32.h Examples: DPI: Portable DPI related helpers in the _Win32 examples. Using one in examples's main.cpp, the GetDpiScale functions are not wired anywhere for now. (#1542, #1676) 2018-03-12 10:31:39 +01:00
README.txt Update README.txt 2018-02-22 23:20:37 +01:00

Those are standalone ready-to-build applications to demonstrate Dear 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, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht,
 Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
(extras: RemoteImGui, ImWindow, imgui_wm, etc.)


TL;DR; 
 - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
 - 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.
 - To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read.
   However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
   Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
   Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
 - If you have your own engine, you probably want to read a few of the examples first then adapt it to
   your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the
   existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
   do that later when you already got things to work.

Dear ImGui is highly portable and only requires a few things to run and render.
 - 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 2018 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.

Dear ImGui has zero to one frame of lag for most 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 little option but sadness (Intel GPU drivers were reported as such).


opengl2_example/
    **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
    **Prefer using the code in the opengl3_example/ folder**
    GLFW + OpenGL example (legacy, fixed pipeline).
    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
    If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
    make things more complicated, will require your code to several OpenGL attributes to their initial state,
    and might confuse your GPU driver. 

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 OpenGL in your application (anything with shaders).

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.
	
directx12_example/
    DirectX12 example, Windows only.
    This is quite longer and tedious, because: DirectX12.
	
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/
    **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
    **Prefer using the code in the sdl_opengl3_example/ folder**
    SDL2 + OpenGL example (legacy, fixed pipeline).
    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
    If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
    make things more complicated, will require your code to several OpenGL attributes to their initial state,
    and might confuse your GPU driver. 

sdl_opengl3_example/
    SDL2 + OpenGL3 example.
    This uses more modern OpenGL calls and custom shaders. 
    Prefer using that if you are using modern OpenGL in your application (anything with shaders).

allegro5_example/
    Allegro 5 example.
	 
marmalade_example/
    Marmalade example using IwGx
    
vulkan_example/
    Vulkan example.
    This is quite longer and tedious, because: Vulkan.