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246 lines
13 KiB
Markdown
246 lines
13 KiB
Markdown
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
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## Dear ImGui: Examples
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**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
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platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
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The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
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integrating Dear ImGui in your own application/game/engine.
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**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
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You can find Windows binaries for some of those example applications at:
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https://www.dearimgui.com/binaries
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### Getting Started
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Integration in a typical existing application, should take <20 lines when using standard backends.
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```cpp
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At initialization:
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call ImGui::CreateContext()
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call ImGui_ImplXXXX_Init() for each backend.
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At the beginning of your frame:
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call ImGui_ImplXXXX_NewFrame() for each backend.
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call ImGui::NewFrame()
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At the end of your frame:
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call ImGui::Render()
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call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
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At shutdown:
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call ImGui_ImplXXXX_Shutdown() for each backend.
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call ImGui::DestroyContext()
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```
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Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
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```cpp
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// Create a Dear ImGui context, setup some options
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
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// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
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ImGui_ImplWin32_Init(my_hwnd);
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ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
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// Application main loop
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while (true)
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{
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// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// Any application code here
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ImGui::Text("Hello, world!");
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// End of frame: render Dear ImGui
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// Swap
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g_pSwapChain->Present(1, 0);
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}
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// Shutdown
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ImGui_ImplDX11_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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```
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Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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Please read the comments and instruction at the top of each file.
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Please read FAQ at https://www.dearimgui.com/faq
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If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
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Changelog, so if you want to update them later it will be easier to catch up with what changed.
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### Examples Applications
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[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR>
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Allegro 5 example. <BR>
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= main.cpp + imgui_impl_allegro5.cpp
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[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
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Android + OpenGL3 (ES) example. <BR>
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= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
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[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
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OSX & iOS + Metal example. <BR>
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= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
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OSX + OpenGL2 example. <BR>
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR>
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
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Emcripten + GLFW + WebGPU example. <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
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Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
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[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
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GLFW (Mac) + Metal example. <BR>
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= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
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[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
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GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
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**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many GL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
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GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders.<BR>
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This support building with Emscripten and targetting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
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This is quite long and tedious, because: Vulkan.
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For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
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[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR>
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GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR>
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= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
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Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
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[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
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Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
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= main.cpp <BR>
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This is used to quickly test compilation of core imgui files in as many setups as possible.
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Because this application doesn't create a window nor a graphic context, there's no graphics output.
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[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
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SDL2 + DirectX11 example, Windows only. <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR>
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This to demonstrate usage of DirectX with SDL2.
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[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR>
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SDL2 + Metal example, Mac only. <BR>
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= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
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[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/) <BR>
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp <BR>
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
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This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many GL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders. <BR>
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This support building with Emscripten and targetting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
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This requires SDL 2.0.18+ (released November 2021) <BR>
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[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
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This is quite long and tedious, because: Vulkan. <BR>
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For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
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[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
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DirectX9 example, Windows only. <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR>
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DirectX10 example, Windows only. <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
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[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR>
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DirectX11 example, Windows only. <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR>
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DirectX12 example, Windows only. <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
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This is quite long and tedious, because: DirectX12.
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[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
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Raw Windows + OpenGL3 + example (modern, programmable pipeline) <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
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### Miscellaneous
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**Building**
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Unfortunately nowadays it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software and build systems. For most examples here we choose to provide:
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- Makefiles for Linux/OSX
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- Batch files for Visual Studio 2008+
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- A .sln project file for Visual Studio 2012+
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- Xcode project files for the Apple examples
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Please let us 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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If you are interested in using Cmake to build and links examples, see:
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https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
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**About mouse cursor latency**
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Dear ImGui has no particular extra lag for most behaviors,
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e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
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to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
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However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
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path and will feel smoother than the majority of contents rendered via regular graphics API (including,
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but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
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as the mouse, that disconnect may be jarring to particularly sensitive users.
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You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
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using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
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regularly rendered software cursor.
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However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
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all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
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when an interactive drag is in progress.
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Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
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If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
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drawing a flat 2D shape directly under the mouse cursor!
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