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Remove unused cheat headers and imgui bloat
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EquipImages.h
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docs/BACKENDS.md
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_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_
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# Dear ImGui: Backends
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## Index
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- [Introduction](#introduction)
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- [Getting Started](#getting-started)
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- [What are Backends?](#what-are-backends)
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- [Using standard Backends](#using-standard-backends)
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- [Using third-party Backends](#using-third-party-backends)
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- [Writing your own Backend](#writing-your-own-backend)
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- [Using a custom engine?](#using-a-custom-engine)
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- [Platform: Implementing your Platform Backend](#platform-implementing-your-platform-backend)
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- [Rendering: Implementing your RenderDrawData function](#rendering-implementing-your-renderdrawdata-function)
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- [Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#rendering-adding-support-for-imguibackendflags_rendererhastextures-192)
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## Introduction
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### Getting Started
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💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
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<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
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### What are Backends?
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Dear ImGui is highly portable and only requires a few things to run and render, typically:
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- Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure).
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- Required: creating, updating and destroying textures.
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- Required: rendering indexed textured triangles with a clipping rectangle.
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Extra features are opt-in, our backends try to support as many as possible:
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- Optional: custom texture binding support.
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- Optional: clipboard support.
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- Optional: gamepad support.
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- Optional: mouse cursor shape support.
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- Optional: IME support.
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- Optional: multi-viewports support.
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etc.
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This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
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It is important to understand the difference between the core Dear ImGui library (files in the root folder)
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and the backends which we are describing here (backends/ folder).
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- Some issues may only be backend or platform specific.
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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e.g. you can get creative and use software rendering or render remotely on a different machine.
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## Using standard Backends
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**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
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your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
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- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
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e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), SDL3 ([imgui_impl_sdl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl3.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), etc.
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- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
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e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
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- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
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e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
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An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
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For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
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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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### List of standard Backends
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In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder:
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List of Platforms Backends:
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imgui_impl_android.cpp ; Android native app API
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
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List of Renderer Backends:
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imgui_impl_dx9.cpp ; DirectX9
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imgui_impl_dx10.cpp ; DirectX10
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imgui_impl_dx11.cpp ; DirectX11
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imgui_impl_dx12.cpp ; DirectX12
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imgui_impl_metal.mm ; Metal (ObjC or C++)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL
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imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
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imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
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imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!).
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_wgpu.cpp ; WebGPU (web + desktop)
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List of high-level Frameworks Backends (combining Platform + Renderer):
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imgui_impl_allegro5.cpp
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imgui_impl_null.cpp
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Emscripten is also supported!
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The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
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### Recommended Backends
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If you are not sure which backend to use, the recommended platform/frameworks for portable applications:
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|Library |Website |Backend |Note |
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|--------|--------|--------|-----|
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| SDL3 | https://www.libsdl.org | imgui_impl_sdl3.cpp | Recommended |
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| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | |
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| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | |
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| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL |
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If your application runs on Windows or if you are using multi-viewport, the win32 backend handles some details a little better than other backends.
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## Using third-party Backends
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See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
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## Writing your own Backend
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### Using a custom engine?
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You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
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Think twice!
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TL;DR;
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- Writing your own Renderer Backend is easy.
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- Writing your own Platform Backend is harder and you are more likely to introduce bugs.
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- **It is unlikely you will add value to your project by creating your own backend.**
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**Consider using the existing backends as-is**.
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You will save lots of time integrating the library.
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Standard backends are battle-tested and handle subtleties that you are likely to implement incorrectly.
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You can LATER decide to rewrite yourself a custom backend if you really need to.
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In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
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If you want portability, you can use multiple backends and choose between them either at compile time
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or at runtime.
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**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering
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system layered over DirectX11.<BR>
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Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a
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custom renderer using your own rendering functions, and keep using the standard Win32 code etc.
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**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.<BR>
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Suggestion: use multiple generic backends!
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Once it works, if you really need it, you can replace parts of backends with your own abstractions.
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**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch),
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and you have high-level systems everywhere.<BR>
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Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get
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your desktop builds working first. This will get you running faster and get your acquainted with
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how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
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Also:
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The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
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Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
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extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
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requests such as: "create an additional OS window", "create a render context", "get the OS position of this
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window", but some things are more difficult "find OS window under mouse position BUT with some windows marked as passthrough". See 'ImGuiPlatformIO' for details.
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Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
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than supporting single-viewport.
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If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
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improvements and fixes related to viewports and platform windows without extra work on your side.
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### Platform: Implementing your Platform Backend
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The Platform backends in impl_impl_XXX.cpp files contain many implementations.
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**In your `ImGui_ImplXXX_Init()` function:**
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- You can allocate your backend data and use `io.BackendPlatformUserData` to store/retrieve it later.
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- Set `io.BackendPlatformName` to a name `"imgui_impl_xxxx"` which will be available in e.g. About box.
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- Set `io.BackendPlatformUserData` to your backend data.
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- Set `io.BackendFlags` with supported optional features:
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- `ImGuiBackendFlags_HasGamepad`: supports gamepad and currently has one connected.
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- `ImGuiBackendFlags_HasMouseCursors`: supports honoring GetMouseCursor() value to change the OS cursor shape.
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- `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
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- `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only)
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- `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only)
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**In your `ImGui_ImplXXX_NewFrame()` function:**
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- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame.
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- Set `io.DisplaySize` to your window size.
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- Set `io.DisplayFrameBufferSize` to your window pixel density (macOS/iOS only).
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- Update mouse cursor shape is supported.
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**In your `ImGui_ImplXXX_NewFrame()` function or event handlers:**
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- **Mouse Support**
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- Use `io.AddMousePosEvent()`, `io.AddMouseButtonEvent()`, `io.AddMouseWheelEvent()` to pass mouse events.
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- Use `io.AddMouseSourceEvent()` if you are able to distinguish Mouse from TouchScreen from Pen inputs. TouchScreen and Pen inputs requires different logic for some Dear ImGui features.
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- Use `io.AddMouseViewportEvent()` to specify which viewport/OS window is being hovered by the mouse. Read instructions carefully as this is not as simple as it seems! (multi-viewports only)
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- **Keyboard Support**
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- Use `io.AddKeyEvent()` to pass key events.
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- Use `io.AddInputCharacter()` to pass text/character events.
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- **Gamepad Support**
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- Use `io.AddKeyEvent()` and `io.AddKeyAnalogEvent()` to pass gamepad events, using `ImGuiKey_GamepadXXX` values.
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- **Miscellaneous**
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- Clipboard Support: setup `Platform_GetClipboardTextFn()`, `Platform_SetClipboardTextFn()` handlers in `ImGuiPlatformIO`.
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- Open in Shell support: setup `Platform_OpenInShellFn()` handler in `ImGuiPlatformIO`.
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- IME Support: setup `Platform_SetImeDataFn()` handler in `ImGuiPlatformIO`.
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- Use `io.AddFocusEvent()` to notify when application window gets focused/unfocused.
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- **Multi-viewport Support**
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- Update monitor list if supported.
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- Setup all required handlers in `ImGuiPlatformIO` to create/destroy/move/resize/title/focus/etc. windows.
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### Rendering: Implementing your RenderDrawData function
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Note: set `ImGuiBackendFlags_RendererHasVtxOffset` to signify your backend can handle rendering with a vertex offset (`ImDrawCmd::VtxOffset` field).
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Otherwise, rendering will be limited to 64K vertices per window, which may be limiting for advanced plot.
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As an alternative, you may also use `#define ImDrawIdx unsigned int` in your `imconfig.h` file to support 32-bit indices.
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```cpp
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void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
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{
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// TODO: Update textures.
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// - Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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// - This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates.
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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MyImGuiBackend_UpdateTexture(tex);
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// TODO: Setup render state:
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// - Alpha-blending enabled
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// - No backface culling
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// - No depth testing, no depth writing
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// - Scissor enabled
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MyEngineSetupenderState();
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// TODO: Setup texture sampling state
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// - Sample with bilinear filtering (NOT point/nearest filtering).
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// - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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// Render command lists
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ImVec2 clip_off = draw_data->DisplayPos;
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ImVec2 clip_scale = draw_data->FramebufferScale;
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for (const ImDrawList* draw_list : draw_data->CmdLists)
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{
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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MyEngineSetupenderState();
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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// - Clipping coordinates are provided in imgui coordinates space:
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// - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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// - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
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// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// We are using scissoring to clip some objects. All low-level graphics API should support it.
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// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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// (some elements visible outside their bounds) but you can fix that once everything else works!
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MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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// The texture for the draw call is specified by pcmd->GetTexID().
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// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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// Render 'pcmd->ElemCount/3' indexed triangles.
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// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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}
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}
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}
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}
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```
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### Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)
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Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0) (June 2025), added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things.
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**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.**
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`ImFontAtlas` functions such as `Build()`, `GetTexDataAsRGBA32()`, `GetTexDataAsAlpha8()`, `SetTexID()`, `IsBuilt()` were obsoleted in favor if iterating a `Textures[]` array and updating their state when requested by Dear ImGui.
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**TD;DR: List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends:**
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- Allegro5: [ee8941e](https://github.com/ocornut/imgui/commit/ee8941e) (+35 lines)
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- DirectX9: [75efba7](https://github.com/ocornut/imgui/commit/75efba7) (+48 lines)
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- DirectX10: [2d2b1bc](https://github.com/ocornut/imgui/commit/2d2b1bc) (+40 lines)
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- DirectX11: [372fd27](https://github.com/ocornut/imgui/commit/372fd27) (+40 lines)
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- DirectX12: [eefe5d5](https://github.com/ocornut/imgui/commit/eefe5d5) (+87 lines)
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- Metal: [26c017d](https://github.com/ocornut/imgui/commit/26c017d) (+55 lines)
|
||||
- OpenGL Legacy: [0430c55](https://github.com/ocornut/imgui/commit/0430c55) (+25 lines)
|
||||
- OpenGL3/WebGL/ES: [dbb91a5](https://github.com/ocornut/imgui/commit/dbb91a5) (+47 lines)
|
||||
- SDL_Renderer2: [9fa65cd](https://github.com/ocornut/imgui/commit/9fa65cd) (+20 lines)
|
||||
- SDL_Renderer3: [e538883](https://github.com/ocornut/imgui/commit/e538883) (+19 lines)
|
||||
- SDL_GPU: [16fe666](https://github.com/ocornut/imgui/commit/16fe666) (+41 lines)
|
||||
- Vulkan: [abe294b](https://github.com/ocornut/imgui/commit/abe294b) (+33 lines)
|
||||
- WGPU: [571dae9](https://github.com/ocornut/imgui/commit/571dae9) (+30 lines)
|
||||
|
||||
**Instructions:**
|
||||
|
||||
- Set `ImGuiBackendFlags_RendererHasTextures` to signify your backend can handle the feature.
|
||||
- During rendering, e.g. in your RenderDrawData function, iterate `ImDrawData->Textures` array and process all textures.
|
||||
- During shutdown, iterate the `ImGui::GetPlatformIO().Textures` and destroy all textures.
|
||||
- (Both arrays are `ImVector<ImTextureData*>`. They are only in different location because: to allow advanced users to perform multi-threaded rendering, we store a pointer to the texture list in ImDrawData, with the aim that multi-threaded rendering users replace it with their own pointer.)
|
||||
|
||||
Pseudo-code for processing a texture:
|
||||
```cpp
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
MyImGuiBackend_UpdateTexture(tex);
|
||||
```
|
||||
```cpp
|
||||
void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// Create texture based on tex->Width, tex->Height.
|
||||
// - Most backends only support tex->Format == ImTextureFormat_RGBA32.
|
||||
// - Backends for particularly memory constrained platforms may support tex->Format == ImTextureFormat_Alpha8.
|
||||
|
||||
// Upload all texture pixels
|
||||
// - Read from our CPU-side copy of the texture and copy to your graphics API.
|
||||
// - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
|
||||
|
||||
// Store your data, and acknowledge creation.
|
||||
tex->SetTexID(xxxx); // Specify backend-specific ImTextureID identifier which will be stored in ImDrawCmd.
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = xxxx; // Store more backend data if needed (most backend allocate a small texture to store data in there)
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// Upload a rectangle of pixels to the existing texture
|
||||
// - We only ever write to textures regions which have never been used before!
|
||||
// - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
|
||||
// - Use tex->UpdateRect.x/y, tex->UpdateRect.w/h to obtain the block position and size.
|
||||
// - Use tex->Updates[] to obtain individual sub-regions within tex->UpdateRect. Not recommended.
|
||||
// - Read from our CPU-side copy of the texture and copy to your graphics API.
|
||||
// - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
|
||||
|
||||
// Acknowledge update
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
|
||||
{
|
||||
// If you use staged rendering and have in-flight renders, changed tex->UnusedFrames > 0 check to higher count as needed e.g. > 2
|
||||
|
||||
// Destroy texture
|
||||
// - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
|
||||
// - Destroy texture in your graphics API.
|
||||
|
||||
// Acknowledge destruction
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
```
|
||||
Refer to "List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends" above for concrete examples of this.
|
||||
8460
docs/CHANGELOG.txt
8460
docs/CHANGELOG.txt
File diff suppressed because it is too large
Load Diff
@ -1,81 +0,0 @@
|
||||
# Contributing Guidelines
|
||||
|
||||
## Index
|
||||
|
||||
- [Getting Started & General Advice](#getting-started--general-advice)
|
||||
- [Issues vs Discussions](#issues-vs-discussions)
|
||||
- [How to open an Issue](#how-to-open-an-issue)
|
||||
- [How to open a Pull Request](#how-to-open-a-pull-request)
|
||||
- [Copyright / Contributor License Agreement](#copyright--contributor-license-agreement)
|
||||
|
||||
## Getting Started & General Advice
|
||||
|
||||
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
|
||||
- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
|
||||
- Please read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) if your question relates to setting up Dear ImGui.
|
||||
- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
|
||||
- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
|
||||
- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
|
||||
- Please use the search function of your IDE to search for symbols and comments related to your situation.
|
||||
- Please use the search function of GitHub to look for similar topics (always include 'Closed' issues/pr in your search).
|
||||
- You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
|
||||
- Please use a web search engine to look for similar issues.
|
||||
- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
|
||||
- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
|
||||
|
||||
## 'Issues' vs 'Discussions'
|
||||
|
||||
We are happy to use 'Issues' for many type of open-ended questions. We are encouraging 'Issues' becoming an enormous, centralized and cross-referenced database of Dear ImGui contents.
|
||||
|
||||
Only if you:
|
||||
- Cannot BUILD or LINK examples.
|
||||
- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
|
||||
- Cannot LOAD a font.
|
||||
|
||||
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
|
||||
|
||||
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
|
||||
|
||||
## How to open an issue
|
||||
|
||||
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. But **PLEASE CAREFULLY READ THIS WALL OF TEXT. ISSUES IGNORING THOSE GUIDELINES MAY BE CLOSED. USERS IGNORING THOSE GUIDELINES MIGHT BE BLOCKED.**
|
||||
|
||||
Please do your best to clarify your request. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Issues created without the requested information may be closed prematurely. Exceptionally entitled, impolite, or lazy requests may lead to bans.
|
||||
|
||||
**PLEASE UNDERSTAND THAT OPEN-SOURCE SOFTWARE LIVES OR DIES BY THE AMOUNT OF ENERGY MAINTAINERS CAN SPARE. WE HAVE LOTS OF STUFF TO DO. THIS IS AN ATTENTION ECONOMY AND MANY LAZY OR MINOR ISSUES ARE HOGGING OUR ATTENTION AND DRAINING ENERGY, TAKING US AWAY FROM MORE IMPORTANT WORK.**
|
||||
|
||||
Steps:
|
||||
|
||||
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
|
||||
- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
|
||||
- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
|
||||
- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
|
||||
- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
|
||||
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
|
||||
- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
|
||||
- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
|
||||
- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
|
||||
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
|
||||
|
||||
**Some unfortunate words of warning**
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to protect our time and sanity.
|
||||
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
|
||||
|
||||
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
|
||||
|
||||
## How to open a Pull Request
|
||||
|
||||
- **Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
|
||||
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
|
||||
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
|
||||
- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
|
||||
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
|
||||
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
|
||||
|
||||
## Copyright / Contributor License Agreement
|
||||
|
||||
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
|
||||
|
||||
You also agree by submitting your code that you grant all transferable rights to the code to the project maintainer, including for example re-licensing the code, modifying the code, and distributing it in source or binary forms. Specifically, this includes a requirement that you assign copyright to the project maintainer. For this reason, do not modify any copyright statements in files in any PRs.
|
||||
|
||||
256
docs/EXAMPLES.md
256
docs/EXAMPLES.md
@ -1,256 +0,0 @@
|
||||
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md or view this file with any Markdown viewer)_
|
||||
|
||||
## Dear ImGui: Examples
|
||||
|
||||
**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
|
||||
platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
|
||||
|
||||
The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
|
||||
integrating Dear ImGui in your own application/game/engine.
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
You can find Windows binaries for some of those example applications at:
|
||||
https://www.dearimgui.com/binaries
|
||||
|
||||
|
||||
### Getting Started
|
||||
|
||||
Integration in a typical existing application, should take <20 lines when using standard backends.
|
||||
|
||||
```cpp
|
||||
At initialization:
|
||||
call ImGui::CreateContext()
|
||||
call ImGui_ImplXXXX_Init() for each backend.
|
||||
|
||||
At the beginning of your frame:
|
||||
call ImGui_ImplXXXX_NewFrame() for each backend.
|
||||
call ImGui::NewFrame()
|
||||
|
||||
At the end of your frame:
|
||||
call ImGui::Render()
|
||||
call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
|
||||
|
||||
At shutdown:
|
||||
call ImGui_ImplXXXX_Shutdown() for each backend.
|
||||
call ImGui::DestroyContext()
|
||||
```
|
||||
|
||||
Main resource:
|
||||
- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
|
||||
|
||||
Additional resources:
|
||||
- Read FAQ at https://www.dearimgui.com/faq
|
||||
- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
|
||||
- Read the comments and instruction at the top of each file.
|
||||
|
||||
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
Changelog, so if you want to update them later it will be easier to catch up with what changed.
|
||||
|
||||
|
||||
### Examples Applications
|
||||
|
||||
[example_allegro5/](https://github.com/ocornut/imgui/blob/master/examples/example_allegro5/) <BR>
|
||||
Allegro 5 example. <BR>
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
|
||||
[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
|
||||
Android + OpenGL3 (ES) example. <BR>
|
||||
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
[example_apple_metal/](https://github.com/ocornut/imgui/tree/master/examples/example_apple_metal/) <BR>
|
||||
OSX & iOS + Metal example. <BR>
|
||||
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
|
||||
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
|
||||
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
|
||||
|
||||
[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
|
||||
OSX + OpenGL2 example. <BR>
|
||||
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp <BR>
|
||||
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
|
||||
You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
|
||||
|
||||
[example_glfw_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_wgpu/) <BR>
|
||||
GLFW + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
|
||||
Note that the 'example_glfw_opengl3' and 'example_sdl2_opengl3' examples also supports Emscripten!
|
||||
|
||||
[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
|
||||
GLFW (Mac) + Metal example. <BR>
|
||||
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
|
||||
|
||||
[example_glfw_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl2/) <BR>
|
||||
GLFW + OpenGL2 example (legacy, fixed pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
**DO NOT USE THIS IF YOUR CODE/ENGINE IS USING MODERN GL or WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many GL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
[example_glfw_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_opengl3/) <BR>
|
||||
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (modern, programmable pipeline). <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders.<BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_glut_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_glut_opengl2/) <BR>
|
||||
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2 example. <BR>
|
||||
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
|
||||
|
||||
[example_null/](https://github.com/ocornut/imgui/blob/master/examples/example_null/) <BR>
|
||||
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output. <BR>
|
||||
= main.cpp + imgui_impl_null.cpp<BR>
|
||||
This is used to quickly test compilation of core imgui files in as many setups as possible.
|
||||
Because this application doesn't create a window nor a graphic context, there's no graphics output.
|
||||
Please note that imgui_impl_null itself is a rather empty backend. We provide it for consistency but
|
||||
it is similarly easy to create a skeleton application without the null backend.
|
||||
|
||||
[example_sdl2_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_directx11/) <BR>
|
||||
SDL2 + DirectX11 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_dx11.cpp <BR>
|
||||
This to demonstrate usage of DirectX with SDL2.
|
||||
|
||||
[example_sdl2_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_metal/) <BR>
|
||||
SDL2 + Metal example, Mac only. <BR>
|
||||
= main.mm + imgui_impl_sdl2.cpp + imgui_impl_metal.mm
|
||||
|
||||
[example_sdl2_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl2/) <BR>
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp <BR>
|
||||
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING GL OR WEBGL (SHADERS, VBO, VAO, etc.)** <BR>
|
||||
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
|
||||
If your code is using GL3+ context or any semi modern GL calls, using this renderer is likely to
|
||||
make things more complicated, will require your code to reset many GL attributes to their initial
|
||||
state, and might confuse your GPU driver. One star, not recommended.
|
||||
|
||||
[example_sdl2_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders. <BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
Prefer using that if you are using modern GL or WebGL in your application.
|
||||
|
||||
[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
|
||||
This requires SDL 2.0.18+ (released November 2021) <BR>
|
||||
|
||||
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_sdl2_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_wgpu/) <BR>
|
||||
SDL2 + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native). <BR>
|
||||
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_wgpu.cpp
|
||||
(note that the 'example_sdl2_opengl3' example also supports Emscripten!)
|
||||
|
||||
[example_sdl3_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_directx11/) <BR>
|
||||
SDL3 + DirectX11 examples, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_dx11.cpp <BR>
|
||||
|
||||
[example_sdl3_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_metal/) <BR>
|
||||
SDL3 + Metal example, Mac only. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_metal.mm <BR>
|
||||
|
||||
[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
This uses more modern GL calls and custom shaders. <BR>
|
||||
This support building with Emscripten and targeting WebGL.<BR>
|
||||
|
||||
[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
|
||||
|
||||
[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
|
||||
|
||||
[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
|
||||
SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
This is quite long and tedious, because: Vulkan. <BR>
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
[example_sdl3_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_wgpu/) <BR>
|
||||
SDL3 + WebGPU example. Supports Emscripten (web), Dawn (native), WGPU (native). <BR>
|
||||
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_wgpu.cpp
|
||||
(note that the 'example_sdl3_opengl3' example also supports Emscripten!)
|
||||
|
||||
[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
|
||||
DirectX9 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
|
||||
|
||||
[example_win32_directx10/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx10/) <BR>
|
||||
DirectX10 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
|
||||
|
||||
[example_win32_directx11/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx11/) <BR>
|
||||
DirectX11 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
|
||||
|
||||
[example_win32_directx12/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx12/) <BR>
|
||||
DirectX12 example, Windows only. <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp <BR>
|
||||
This is quite long and tedious, because: DirectX12.
|
||||
|
||||
[example_win32_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_opengl3/) <BR>
|
||||
Raw Windows + OpenGL3 example (modern, programmable pipeline) <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_opengl3.cpp <BR>
|
||||
|
||||
[example_win32_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_vulkan/) <BR>
|
||||
Raw Windows + Vulkan example <BR>
|
||||
= main.cpp + imgui_impl_win32.cpp + imgui_impl_vulkan.cpp <BR>
|
||||
|
||||
|
||||
### Miscellaneous
|
||||
|
||||
**Building**
|
||||
|
||||
Unfortunately, nowadays 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 and build systems. For most examples here we choose to provide:
|
||||
- Makefiles for Linux/OSX
|
||||
- Batch files for Visual Studio 2008+
|
||||
- A .sln project file for Visual Studio 2012+
|
||||
- Xcode project files for the Apple examples
|
||||
Please let us 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.
|
||||
|
||||
If you are interested in using Cmake to build and links examples, see:
|
||||
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
|
||||
|
||||
**About mouse cursor latency**
|
||||
|
||||
Dear ImGui does not introduce significant extra lag for most behaviors,
|
||||
e.g. the last value passed to 'io.AddMousePosEvent()' before NewFrame() will result in windows being moved
|
||||
to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
|
||||
|
||||
However, consider that OS mouse cursors are typically rendered through a very specific hardware-accelerated
|
||||
path, which makes them feel smoother than the majority of content rendered via regular graphics API (including,
|
||||
but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
|
||||
as the mouse, that disconnect may be jarring to particularly sensitive users.
|
||||
You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
|
||||
using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
|
||||
regularly rendered software cursor.
|
||||
However, rendering a mouse cursor at 60 FPS will feel sluggish, so you likely won't want to enable that at
|
||||
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
|
||||
when an interactive drag is in progress.
|
||||
|
||||
Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
|
||||
If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
|
||||
2D shape directly under the mouse cursor to help identify the issue!
|
||||
|
||||
928
docs/FAQ.md
928
docs/FAQ.md
@ -1,928 +0,0 @@
|
||||
# FAQ (Frequently Asked Questions)
|
||||
|
||||
You may link to this document using short form:
|
||||
https://www.dearimgui.com/faq
|
||||
or its real address:
|
||||
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
|
||||
or view this file with any Markdown viewer.
|
||||
|
||||
|
||||
## Index
|
||||
|
||||
| **Q&A: Basics** |
|
||||
:---------------------------------------------------------- |
|
||||
| [Where is the documentation?](#q-where-is-the-documentation) |
|
||||
| [What is this library called?](#q-what-is-this-library-called) |
|
||||
| [What is the difference between Dear ImGui and traditional UI toolkits?](#q-what-is-the-difference-between-dear-imgui-and-traditional-ui-toolkits) |
|
||||
| [Which version should I get?](#q-which-version-should-i-get) |
|
||||
| **Q&A: Integration** |
|
||||
| **[How to get started?](#q-how-to-get-started)** |
|
||||
| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
|
||||
| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
|
||||
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
|
||||
| [How can I create my own backend?](#q-how-can-i-create-my-own-backend)
|
||||
| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
|
||||
| **Q&A: Usage** |
|
||||
| **[About the ID Stack system...](#q-about-the-id-stack-system)**<br>**[How can I have multiple widgets with the same label?](#q-how-can-i-have-multiple-widgets-with-the-same-label) (using `##` or `PushID()`)**<br>**[How can I have widgets with an empty label?](#q-how-can-i-have-widgets-with-an-empty-label) (using `##`)**<br>**[How can I animate the label of an existing widget?](#q-how-can-i-change-the-label-of-an-existing-widget) (using `###`)**<br>**[General description of the label and ID Stack system.](#general-description-of-the-label-and-id-stack-system)** |
|
||||
| [How can I display an image?](#q-how-can-i-display-an-image)<br>[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)|
|
||||
| [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) |
|
||||
| [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) |
|
||||
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
|
||||
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
|
||||
| **Q&A: Fonts, Text** |
|
||||
| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) |
|
||||
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
|
||||
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
|
||||
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
|
||||
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
|
||||
| **Q&A: Concerns** |
|
||||
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
|
||||
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
|
||||
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
|
||||
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
|
||||
| **Q&A: Community** |
|
||||
| [How can I help?](#q-how-can-i-help) |
|
||||
|
||||
|
||||
# Q&A: Basics
|
||||
|
||||
### Q: Where is the documentation?
|
||||
|
||||
**This library is poorly documented at the moment and expects the user to be acquainted with C/C++.**
|
||||
- The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
|
||||
- Handy [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide to integrate Dear ImGui in an existing application.
|
||||
- 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application. You can run those applications and explore them.
|
||||
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function. The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||
- See pthom's online [imgui_explorer](https://pthom.github.io/imgui_explorer) which is a web version of the demo with a source code browser.
|
||||
- See documentation: [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md), [Examples](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md), [Fonts](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
|
||||
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
|
||||
- The [Issues](https://github.com/ocornut/imgui/issues) and [Discussions](https://github.com/ocornut/imgui/discussions) sections can be searched for past questions and issues.
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated with it.
|
||||
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primarily designed as a debugging tool, having access to that information tends to help understands concepts.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q. What is this library called?
|
||||
|
||||
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
|
||||
|
||||
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: What is the difference between Dear ImGui and traditional UI toolkits?
|
||||
|
||||
Here's a very simplified comparison between the approach taken by Dear ImGui vs traditional toolkits:
|
||||
|
||||
| Dear ImGui | Qt/GTK/WPF... |
|
||||
|--------------------------|--------------------------|
|
||||
| UI fully issued on every update. | UI issued once then later modified. |
|
||||
| UI layout is fully dynamic and can change at any time.<BR>UI is generally emitted programmatically, which empowers reflecting a dynamic set of data. | UI layout is mostly static.<BR>UI may be emitted programmatically or from data created by offline tools. UI need extra code to evolve, which is often tedious and error-prone if it needs to be reflecting dynamic data and systems. |
|
||||
| Application can submit UI based on arbitrary logic and then forget about it. | Application needs more bookkeeping of UI elements. |
|
||||
| UI library stores minimal amounts of data. At one point in time, it typically doesn't know or remember which other widgets are displayed and which widgets are coming next. As a result, certain layout features (alignment, resizing) are not as easy to implement or require ad-hoc code. | UI library stores entire widgets tree and state. UI library can use this retained data to easily layout things. |
|
||||
| UI code may be added anywhere.<BR>You can even create UI to edit a local variable! | UI code needs to be added in dedicated spots. |
|
||||
| UI layout/logic/action/data bindings are all nearby in the code. | UI layout/logic/action/data bindings in distinct functions, files or formats. |
|
||||
| Data is naturally always synchronized. | Use callback/signal/slot for synchronizing data (error-prone). |
|
||||
| API is simple and easy to learn. In particular, doing basic things is very easy. | API is more complex and specialized. |
|
||||
| API is low-level (raw language types). | API are higher-level (more abstractions, advanced language features). |
|
||||
| Less fancy look and feel. | Standard look and feel. |
|
||||
| Compile yourself. Easy to debug, hack, modify, study. | Mostly use precompiled libraries. Compiling, modifying or studying is daunting if not impossible. |
|
||||
| Run on every platform. | Run on limited desktop platforms. |
|
||||
|
||||
Idiomatic Dear ImGui code:
|
||||
```cpp
|
||||
if (ImGui::Button("Save"))
|
||||
MySaveFunction();
|
||||
|
||||
ImGui::SliderFloat("Slider", &m_MyValue, 0.0f, 1.0f);
|
||||
```
|
||||
Idiomatic code with traditional toolkit:
|
||||
```cpp
|
||||
UiButton* button = new UiButton("Save");
|
||||
button->OnClick = &MySaveFunction;
|
||||
parent->Add(button);
|
||||
|
||||
UiSlider* slider = new UiSlider("Slider");
|
||||
slider->SetRange(0.0f, 1.0f);
|
||||
slider->BindData<float>(&m_MyValue);
|
||||
parent->Add(slider);
|
||||
```
|
||||
This is only meant to give you a intuitive feeling of the main differences, but pros & cons go deeper than that.
|
||||
|
||||
Some of those properties are typically associated to the umbrella term "IMGUI", but the term has no simple and well-agreed definition. There are many erroneous statements and misunderstandings with what IMGUI means. It is partly caused by the fact that most popular IMGUI implementations (including Dear ImGui) have originated from game industry needs and have targeted specific use cases, causing people to conflate IMGUI properties with what a specific library does. However, it is perfectly possible to implement an IMGUI library that would have very different properties than e.g. Dear ImGui. My take on defining what an IMGUI is:
|
||||
|
||||
**IMGUI refers to the API: literally the interface between the application and the UI system.**
|
||||
- An IMGUI API favors the application code owning its data and being the single source of truth for it.
|
||||
- An IMGUI API tries to minimize the application having to retain/manage data related to the UI system.
|
||||
- An IMGUI API tries to minimize the UI system having to retain/manage data related to the application.
|
||||
- Synchronization between application data and UI data is natural and less error-prone.
|
||||
|
||||
**IMGUI does NOT refer to the implementation. Whatever happens inside the UI library code doesn't matter.**
|
||||
<BR>Also see: [Links to many articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki/#about-the-imgui-paradigm).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: Which version should I get?
|
||||
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||
|
||||
You may use the ['docking'](https://github.com/ocornut/imgui/tree/docking) branch which includes:
|
||||
- [Docking features](https://github.com/ocornut/imgui/wiki/Docking)
|
||||
- [Multi-viewport features](https://github.com/ocornut/imgui/wiki/Multi-Viewports)
|
||||
|
||||
Many projects are using this branch and it is kept in sync with master regularly.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
----
|
||||
|
||||
# Q&A: Integration
|
||||
|
||||
### Q: How to get started?
|
||||
|
||||
Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
|
||||
Read [docs/EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
|
||||
Read [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
|
||||
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
|
||||
The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
|
||||
|
||||
For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
|
||||
|
||||
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
|
||||
- When `io.WantCaptureMouse` is set, you need to discard/hide the mouse inputs from your underlying application.
|
||||
- When `io.WantCaptureKeyboard` is set, you need to discard/hide the keyboard inputs from your underlying application.
|
||||
- When `io.WantTextInput` is set, you can notify your OS/engine to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
|
||||
|
||||
Important: you should always pass your mouse/keyboard inputs to Dear ImGui, regardless of the value `io.WantCaptureMouse`/`io.WantCaptureKeyboard`. This is because e.g. we need to detect that you clicked in the void to unfocus its own windows, and other reasons.
|
||||
|
||||
```cpp
|
||||
void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
{
|
||||
// (1) ALWAYS forward mouse data to ImGui! This is automatic with default backends. With your own backend:
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddMouseButtonEvent(button, down);
|
||||
|
||||
// (2) ONLY forward mouse data to your underlying app/game.
|
||||
if (!io.WantCaptureMouse)
|
||||
my_game->HandleMouseData(...);
|
||||
}
|
||||
```
|
||||
|
||||
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
|
||||
|
||||
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I enable keyboard or gamepad controls?
|
||||
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
|
||||
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
|
||||
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
|
||||
- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
|
||||
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
|
||||
- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [Synergy](https://symless.com/synergy)
|
||||
This is the preferred solution for developer productivity.
|
||||
In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
|
||||
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
|
||||
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
|
||||
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
|
||||
- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
|
||||
- You may also use a third party solution such as [netImgui](https://github.com/sammyfreg/netImgui), [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See [Wiki](https://github.com/ocornut/imgui/wiki) index for most details.
|
||||
- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for screen real-estate and precision.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I create my own backend?
|
||||
- See [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
|
||||
- See Documentation at the top of imgui.cpp.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
|
||||
Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU.
|
||||
- If this happens using standard backends (before 1.92): A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
|
||||
- If this happens using standard backends (after 1.92): please report.
|
||||
- If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
|
||||
### Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
|
||||
You are probably mishandling the clipping rectangles in your render function.
|
||||
Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
|
||||
Rectangles provided by Dear ImGui are defined as
|
||||
`(x1=left,y1=top,x2=right,y2=bottom)`
|
||||
and **NOT** as
|
||||
`(x1,y1,width,height)`.
|
||||
Refer to rendering backends in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder for references of how to handle the `ClipRect` field.
|
||||
For example, the [DirectX11 backend](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp) does this:
|
||||
```cpp
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// Apply scissor/clipping rectangle
|
||||
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
# Q&A: Usage
|
||||
|
||||
## Q: About the ID Stack system...
|
||||
|
||||
**USING THE SAME LABEL+ID IS THE MOST COMMON USER MISTAKE!**
|
||||
<br>**USING AN EMPTY LABEL IS THE SAME AS USING THE SAME LABEL AS YOUR PARENT WIDGET!**
|
||||
<br>Read the questions in this section for a more general understand of how labels and ID works in Dear ImGui.
|
||||
|
||||
TL;DR;
|
||||
- Widgets labels are also used to compute Widgets unique identifiers.
|
||||
- Unique identifiers are hashes of the label + of the parent scope (e.g. parent window or parent tree node labels).
|
||||
- You can use `PushID()` to append to the identifier without making it visible.
|
||||
- You can use `"##something"` in a label to append to the identifier without making it visible.
|
||||
- You can use `"###something"` in a label to make the identifier ignore the visible part.
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<td><img src="https://github.com/user-attachments/assets/776a8315-1164-4178-9a8c-df52e0ff28aa"></td>
|
||||
<td>
|
||||
<pre lang="cpp">
|
||||
ImGui::Begin("Incorrect!");
|
||||
ImGui::DragFloat2("My value", &objects[0]->pos.x);
|
||||
ImGui::DragFloat2("My value", &objects[1]->pos.x);
|
||||
ImGui::DragFloat2("My value", &objects[2]->pos.x);
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Correct!");
|
||||
ImGui::DragFloat2("My value", &objects[0]->pos.x);
|
||||
ImGui::DragFloat2("My value##2", &objects[1]->pos.x);
|
||||
ImGui::DragFloat2("My value##3", &objects[2]->pos.x);
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Also Correct!");
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
ImGui::PushID(n);
|
||||
ImGui::DragFloat2("My value", &objects[n]->pos.x);
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::End();
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
### Q: How can I have multiple widgets with the same label?
|
||||
|
||||
A. When widgets are in a same scope and finite, you can use a `"##something"` suffix which will be part of the identifier but not visible as a label.
|
||||
|
||||
```cpp
|
||||
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
|
||||
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
|
||||
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
|
||||
```
|
||||
|
||||
B. More generally, e.g. in loops, you can use `PushID()/PopID()` to push a prefix which will be part of the identifier.
|
||||
|
||||
```cpp
|
||||
// Using PushID() with a string
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
MyObject* obj = Objects[i];
|
||||
PushID(obj->Name);
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
|
||||
PopID();
|
||||
}
|
||||
```
|
||||
|
||||
```cpp
|
||||
// Using PushID() with an index
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
PushID(i);
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
|
||||
PopID();
|
||||
}
|
||||
```
|
||||
|
||||
### Q: How can I have widgets with an empty label?
|
||||
|
||||
If you want to completely hide the label, but still need an ID:
|
||||
|
||||
```cpp
|
||||
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
### Q: How can I make a label dynamic?
|
||||
|
||||
Dear ImGui is very dynamic so you can submit different widgets every frame.
|
||||
However, in order to preserve widget state (eg. which tree node is open; which button is focused) the library internaly refers to their unique ID.
|
||||
|
||||
Occasionally you might want to change a label while preserving a constant ID. This allows you to change/animate labels while persisting associated state.
|
||||
For example, you may want to include varying information in a window title bar or button label.
|
||||
|
||||
Using "###" exclude the preceeding part from ID computation:
|
||||
```cpp
|
||||
Button("Hello###ID"); // Label = "Enable", ID = hash of (..., "ID")
|
||||
Button("World###ID"); // Label = "Disable", ID = hash of (..., "ID") // Same ID, different label
|
||||
```
|
||||
Using a same ID ensure that associated related e.g. weither the widget is focused, won't be lost when the label changes.
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<td><img src="https://github.com/user-attachments/assets/2bf18756-e122-498d-bbd4-5c44bb1018d5"></td>
|
||||
<td>
|
||||
<pre lang="cpp">
|
||||
// Window label has animating FPS counter
|
||||
// Window ID stays the same = hash of "MyGame"
|
||||
char buf[128];
|
||||
sprintf(buf, "My game (%.1f FPS)###MyGame", io.Framerate);
|
||||
ImGui::Begin(buf);
|
||||
|
||||
// Label changes between "Enable" and "Disable"
|
||||
// ID stays the same = hash of ("MyGame", "MyButton")
|
||||
if (ImGui::Button(enabled ? "Disable###MyButton" : "Enable###MyButton", { -FLT_MIN, 0.0f }))
|
||||
enabled = !enabled;
|
||||
|
||||
ImGui::End();
|
||||
</pre>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
(Hint: I'd suggest wrapping sprintf in something more compact to use, e.g. [ocornut/Str](https://github.com/ocornut/Str) for what I personally use).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
### General description of the label and ID Stack system
|
||||
|
||||
Dear ImGui internally needs to uniquely identify UI elements.
|
||||
Elements that are typically not clickable (such as calls to Text() functions) don't need an ID.
|
||||
Interactive widgets (such as calls to Button() functions) need a unique ID.
|
||||
|
||||
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
|
||||
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
|
||||
|
||||
You can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
||||
|
||||

|
||||
|
||||
- Unique ID are often derived from a string label and at minimum scoped within their host window:
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
|
||||
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
|
||||
End();
|
||||
```
|
||||
- Other elements such as tree nodes, etc. also pushes to the ID stack:
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
if (TreeNode("MyTreeNode"))
|
||||
{
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK")
|
||||
TreePop();
|
||||
}
|
||||
End();
|
||||
```
|
||||
- Two items labeled "OK" in different windows or different tree locations won't collide:
|
||||
```cpp
|
||||
Begin("MyFirstWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
|
||||
End();
|
||||
Begin("MyOtherWindow");
|
||||
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
|
||||
End();
|
||||
```
|
||||
|
||||
- If you have a same ID twice in the same location, you'll have a conflict:
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
Button("OK");
|
||||
Button("OK"); // ERROR: ID collision with the first button! Interacting with either button will trigger the first one.
|
||||
Button(""); // ERROR: ID collision with Begin("MyWindow")!
|
||||
End();
|
||||
```
|
||||
Fear not! This is easy to solve and there are many ways to solve it!
|
||||
|
||||
- Solving ID conflict in a simple/local context:
|
||||
When passing a label you can optionally specify extra ID information within the string itself.
|
||||
Use "##" to pass a complement to the ID that won't be visible to the end-user.
|
||||
This helps solve the simple collision cases when you know e.g. at compilation time which items
|
||||
are going to be created:
|
||||
```cpp
|
||||
Begin("MyWindow");
|
||||
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
|
||||
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from other buttons
|
||||
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from other buttons
|
||||
Button("##foo"); // Label = "", ID = hash of ("MyWindow", "##foo") // Different from window
|
||||
End();
|
||||
```
|
||||
|
||||
- Solving ID conflict in a more general manner:
|
||||
Use `PushID()` / `PopID()` to create scopes and manipulate the ID stack, as to avoid ID conflicts
|
||||
within the same window. This is the most convenient way of distinguishing ID when iterating and
|
||||
creating many UI elements programmatically.
|
||||
You can push a pointer, a string, or an integer value into the ID stack.
|
||||
Remember that IDs are formed from the concatenation of _everything_ pushed into the ID stack.
|
||||
At each level of the stack, we store the seed used for items at this level of the ID stack.
|
||||
```cpp
|
||||
Begin("Window");
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
PushID(i); // Push i to the id tack
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
|
||||
PopID();
|
||||
}
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
MyObject* obj = Objects[i];
|
||||
PushID(obj);
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
|
||||
PopID();
|
||||
}
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
MyObject* obj = Objects[i];
|
||||
PushID(obj->Name);
|
||||
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
|
||||
PopID();
|
||||
}
|
||||
End();
|
||||
```
|
||||
- You can stack multiple prefixes into the ID stack:
|
||||
```cpp
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
PushID("node");
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||
PushID(my_ptr);
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
|
||||
PopID();
|
||||
PopID();
|
||||
```
|
||||
- Tree nodes implicitly create a scope for you by calling `PushID()`:
|
||||
```cpp
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
|
||||
{
|
||||
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||
TreePop();
|
||||
}
|
||||
```
|
||||
|
||||
When working with trees, IDs are used to preserve the open/close state of each tree node.
|
||||
Depending on your use cases you may want to use strings, indices, or pointers as ID.
|
||||
- e.g. when following a single pointer that may change over time, using a static string as ID
|
||||
will preserve your node open/closed state when the targeted object change.
|
||||
- e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
|
||||
node open/closed state differently. See what makes more sense in your situation!
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I display an image?
|
||||
### Q: What are ImTextureID/ImTextureRef?
|
||||
|
||||
**Short explanation:**
|
||||
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
|
||||
- To load and display your own textures, refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
|
||||
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value.
|
||||
- By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need.
|
||||
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references.
|
||||
|
||||
**Details:**
|
||||
|
||||
1.92 introduced `ImTextureRef` in June 2025.
|
||||
- All drawing functions using `ImTextureID` were changed to use `ImTextureRef`.
|
||||
- You can trivially create a `ImTextureRef` from a `ImTextureID`.
|
||||
- **If you use Image functions with textures that you have loaded/created yourself, you will mostly likely only ever store/manipulate `ImTextureID` and then pass them as `ImTextureRef`.**
|
||||
- You only NEED to manipulate `ImTextureRef` when dealing with textures managed by the backend itself, aka mainly the atlas texture for now.
|
||||
- We intentionally do not provide an implicit `ImTextureRef` -> `ImTextureID` cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
|
||||
|
||||
**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.**
|
||||
```cpp
|
||||
#ifndef ImTextureID
|
||||
typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
|
||||
#endif
|
||||
```
|
||||
- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
|
||||
- User may submit their own textures to e.g. `ImGui::Image()` function by passing this value.
|
||||
- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd.
|
||||
- Compile-time type configuration:
|
||||
- To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
|
||||
- This can be whatever to you want it to be! read the FAQ entry about textures for details.
|
||||
- You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators.
|
||||
|
||||
**ImTextureRef = higher-level identifier for a texture.**
|
||||
```cpp
|
||||
// Store a ImTextureID _or_ a ImTextureData*.
|
||||
struct ImTextureRef
|
||||
{
|
||||
ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; }
|
||||
ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; }
|
||||
inline ImTextureID GetTexID() const { return _TexData ? _TexData->TexID : _TexID; }
|
||||
|
||||
// Members (either are set, never both!)
|
||||
ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
|
||||
ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
|
||||
};
|
||||
```
|
||||
- The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
|
||||
- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
|
||||
- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
|
||||
- When a texture is created by user code (e.g. custom images), we directly store the low-level `ImTextureID`.
|
||||
- Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
|
||||
- When a texture is created by the backend, we store a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened.
|
||||
- To create a `ImTextureRef` from a `ImTextureData*` you can use `ImTextureData::GetTexRef()`.
|
||||
We intentionally do not provide an `ImTextureRef` constructor for this: we don't expect this to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
|
||||
- There is no constructor to create a `ImTextureRef` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code.
|
||||
- If you want to bind the current atlas when using custom rectangles, you can use `io.Fonts->TexRef`.
|
||||
- Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }`
|
||||
|
||||
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
|
||||
|
||||
Long explanation:
|
||||
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.).
|
||||
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
|
||||
We carry the information to identify a "texture" in the ImTextureID type, which itself tends to be stored inside a ImTextureRef.
|
||||
ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice.
|
||||
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes values until they reach your rendering function.
|
||||
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
|
||||
```cpp
|
||||
OpenGL:
|
||||
- ImTextureID should contains 'GLuint' (GL texture identifier).
|
||||
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
|
||||
```
|
||||
```cpp
|
||||
DirectX9:
|
||||
- ImTextureID should contain a 'LPDIRECT3DTEXTURE9' (pointer).
|
||||
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
|
||||
```
|
||||
```cpp
|
||||
DirectX11:
|
||||
- ImTextureID should contain a 'ID3D11ShaderResourceView*' (pointer)
|
||||
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
|
||||
```
|
||||
```cpp
|
||||
DirectX12:
|
||||
- ImTextureID should contain a 'D3D12_GPU_DESCRIPTOR_HANDLE' (always 64-bits)
|
||||
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
|
||||
```
|
||||
For example, in the OpenGL example backend we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
|
||||
Whereas in the DirectX11 example backend we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
|
||||
|
||||
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better by knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
|
||||
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example backends is probably the best choice.
|
||||
(Advanced users may also decide to keep a low-level type in ImTextureID, use ImDrawList callback and pass information to their renderer)
|
||||
|
||||
User code may do:
|
||||
```cpp
|
||||
// Cast our texture type to ImTextureID
|
||||
MyTexture* texture = g_CoffeeTableTexture;
|
||||
ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2(texture->Width, texture->Height));
|
||||
```
|
||||
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
|
||||
```cpp
|
||||
// Cast ImTextureID stored in the draw command as our texture type
|
||||
MyTexture* texture = (MyTexture*)(intptr_t)pcmd->GetTexID();
|
||||
MyEngineBindTexture2D(texture);
|
||||
```
|
||||
Once you understand this design, you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
|
||||
This is by design and is a good thing because it means your code has full control over your data types and how you display them.
|
||||
If you want to display an image file (e.g. PNG file) on the screen, please refer to documentation and tutorials for the graphics API you are using.
|
||||
|
||||
Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
|
||||
|
||||
C/C++ tip: a u64 is 8 bytes. You may safely store any pointer or integer into it by casting your value to ImTextureID, and vice-versa.
|
||||
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID.
|
||||
Here are some examples:
|
||||
```cpp
|
||||
GLuint my_tex = XXX;
|
||||
ImTextureID my_imtexid;
|
||||
my_imtexid = (ImTextureID)(intptr_t)my_tex; // cast a GLuint into a ImTextureID (we don't take its address! we just copy the address)
|
||||
my_tex = (GLuint)(intptr_t)my_imtexid; // cast a ImTextureID into a GLuint
|
||||
|
||||
ID3D11ShaderResourceView* my_dx11_srv = XXX;
|
||||
ImTextureID my_imtexid;
|
||||
my_imtexid = (ImTextureID)(intptr_t)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque ImTextureID
|
||||
my_dx11_srv = (ID3D11ShaderResourceView*)(intptr_t)_my_imtexid; // cast a ImTextureID into a ID3D11ShaderResourceView*
|
||||
```
|
||||
Finally, you may call `ImGui::ShowMetricsWindow()` to explore/visualize/understand how the ImDrawList are generated.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I use maths operators with ImVec2?
|
||||
|
||||
We do not export maths operators by default in imgui.h in order to not conflict with the use of your own maths types and maths operators. As a convenience, you may use `#define IMGUI_DEFINE_MATH_OPERATORS` + `#include "imgui.h"` to access our basic maths operators.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I use my own maths types instead of ImVec2/ImVec4?
|
||||
|
||||
You can setup your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file with `IM_VEC2_CLASS_EXTRA`/`IM_VEC4_CLASS_EXTRA` macros to add implicit type conversions to our own maths types.
|
||||
This way you will be able to use your own types everywhere, e.g. passing `MyVector2` or `glm::vec2` to ImGui functions instead of `ImVec2`.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
|
||||
- Being highly portable (backends/bindings for several languages, frameworks, programming styles, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engine, Dear ImGui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
|
||||
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
|
||||
- To use combo boxes and list boxes with `std::vector` or any other data structure: the `BeginCombo()/EndCombo()` API
|
||||
lets you iterate and submit items yourself, so does the `ListBoxHeader()/ListBoxFooter()` API.
|
||||
Prefer using them over the old and awkward `Combo()/ListBox()` api.
|
||||
- Generally for most high-level types you should be able to access the underlying data type.
|
||||
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
|
||||
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
|
||||
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
|
||||
Please bear in mind that using `std::string` on applications with a large amount of UI may incur unsatisfactory performances.
|
||||
Modern implementations of `std::string` often include small-string optimization (which is often a local buffer) but those
|
||||
are not configurable and not the same across implementations.
|
||||
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to an excessive amount
|
||||
of heap allocations. Consider using literals, statically sized buffers, and your own helper functions. A common pattern
|
||||
is that you will need to build lots of strings on the fly, and their maximum length can be easily scoped ahead.
|
||||
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
|
||||
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
|
||||
provide similar or better string helpers.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I display custom shapes? (using low-level ImDrawList API)
|
||||
|
||||
- You can use the low-level `ImDrawList` api to render shapes within a window.
|
||||
```cpp
|
||||
ImGui::Begin("My shapes");
|
||||
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
// Get the current ImGui cursor position
|
||||
ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
|
||||
// Draw a red circle
|
||||
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255));
|
||||
|
||||
// Draw a 3 pixel thick yellow line
|
||||
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
|
||||
|
||||
// Advance the ImGui cursor to claim space in the window (otherwise the window will appear small and needs to be resized)
|
||||
ImGui::Dummy(ImVec2(200, 200));
|
||||
|
||||
ImGui::End();
|
||||
```
|
||||

|
||||
|
||||
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
|
||||
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
|
||||
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui.h"` to use our math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
|
||||
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other Dear ImGui window (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated with a Dear ImGui window.
|
||||
- You can also create your own empty window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via `GetWindowDrawList()` and draw to it in any way you like.
|
||||
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing `ImDrawListSharedData`, and then call your renderer function with your own ImDrawList or ImDrawData data.
|
||||
- Looking for fun? The [ImDrawList coding party 2020](https://github.com/ocornut/imgui/issues/3606) thread is full of "don't do this at home" extreme uses of the ImDrawList API.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
# Q&A: Fonts, Text
|
||||
|
||||
### Q: How should I handle DPI in my application?
|
||||
|
||||
Since 1.92 (June 2025) fonts may be dynamically used at any size.
|
||||
|
||||
**Scaling fonts**
|
||||
|
||||
Select default size:
|
||||
```cpp
|
||||
style.FontSizeBase = 20.0f;
|
||||
```
|
||||
Scale all fonts:
|
||||
```cpp
|
||||
style.FontScaleDpi = 2.0f;
|
||||
```
|
||||
|
||||
To change font size:
|
||||
```cpp
|
||||
ImGui::PushFont(NULL, 42.0f); // This will be multiplied by style.FontScaleDpi
|
||||
```
|
||||
To change font and font size:
|
||||
```cpp
|
||||
ImGui::PushFont(new_font, 42.0f);
|
||||
```
|
||||
|
||||
In `docking` branch or with multi-viewports:
|
||||
```cpp
|
||||
io.ConfigDpiScaleFonts = true; // (Docking branch only) Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
|
||||
io.ConfigDpiScaleViewports = true; // (Docking branch only) Scale Dear ImGui and Platform Windows when Monitor DPI changes.
|
||||
```
|
||||
|
||||
**Scaling style** (paddings, spacings, thicknesses)
|
||||
|
||||
This is still massively work in progress, expect turbulence.
|
||||
Style values are currently not easily scalable dynamically.
|
||||
For single viewport application you can call once:
|
||||
```cpp
|
||||
style.ScaleAllSizes(factor); // call once!
|
||||
```
|
||||
If you need to change the scaling factor, it is currently most practical to reset the style and call this again with a new value.
|
||||
|
||||
Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
|
||||
|
||||
Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. This is expected to happen during subsequent 1.92.x releases.
|
||||
|
||||
Applications in the `examples/` folder are partly DPI aware but they are unable to load a custom font from the file-system, so they look ugly (may change that in the future).
|
||||
|
||||
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales) specifically for the `ImGuiStyle` structure. Fonts are however now perfectly scalable.
|
||||
|
||||
**On Windows, you need to inform Windows that your application is DPI aware!**
|
||||
If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are:
|
||||
- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()` + call `::SetProcessDPIAware()`.
|
||||
- For SDL3: the flag `SDL_WINDOW_HIGH_PIXEL_DENSITY` needs to be passed to `SDL_CreateWindow()`.
|
||||
- For GLFW: this is done automatically.
|
||||
- For other Windows projects with other backends, or wrapper projects:
|
||||
- We provide a `ImGui_ImplWin32_EnableDpiAwareness()` helper method in the Win32 backend.
|
||||
- Use an [application manifest file](https://learn.microsoft.com/en-us/windows/win32/hidpi/setting-the-default-dpi-awareness-for-a-process) to set the `<dpiAware>` property.
|
||||
|
||||
### Q: How can I load a different font than the default?
|
||||
Use the font atlas to load the TTF/OTF file you want:
|
||||
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
|
||||
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
|
||||
```
|
||||
|
||||
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
|
||||
|
||||
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
|
||||
|
||||
(Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.)
|
||||
|
||||
New programmers: remember that in C/C++ and most programming languages if you want to use a
|
||||
backslash \ within a string literal, you need to write it double backslash "\\":
|
||||
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I easily use icons in my application?
|
||||
The most convenient and practical way is to merge an icon font such as FontAwesome inside your
|
||||
main font. Then you can refer to icons within your strings.
|
||||
Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about icons font loading.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I load multiple fonts?
|
||||
|
||||
Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
|
||||
|
||||
Since 1.92 (June 2025) and with an updated backend, it is not necessary to specify glyph ranges at all.
|
||||
|
||||
Before 1.92, when loading a font, pass custom Unicode ranges to specify the glyphs to load.
|
||||
```cpp
|
||||
// [BEFORE 1.92]
|
||||
// Add default Japanese ranges
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
|
||||
ImVector<ImWchar> ranges;
|
||||
ImFontGlyphRangesBuilder builder;
|
||||
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
|
||||
builder.AddChar(0x7262); // Add a specific character
|
||||
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
||||
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
|
||||
```
|
||||
|
||||
All your strings need to use UTF-8 encoding.
|
||||
You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
|
||||
Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
|
||||
See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
|
||||
of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
|
||||
|
||||
Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
|
||||
The applications in examples/ are doing that.
|
||||
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
|
||||
You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state.
|
||||
Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to `ImGui::GetMainViewport()->PlatformHandleRaw`
|
||||
for the default implementation of `GetPlatformIO().Platform_SetImeDataFn()` to set your Microsoft IME position correctly.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
# Q&A: Concerns
|
||||
|
||||
### Q: Who uses Dear ImGui?
|
||||
|
||||
You may take a look at:
|
||||
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues?q=label%3Agallery)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: Can you create elaborate/serious tools with Dear ImGui?
|
||||
|
||||
Yes. People have written game editors, data browsers, debuggers, profilers, and all sorts of non-trivial tools with the library. In my experience, the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||
|
||||
Dear ImGui is very programmer-centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient, and powerful.
|
||||
|
||||
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization than the more typical RMGUI paradigm.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: Can you reskin the look of Dear ImGui?
|
||||
|
||||
Somewhat. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, and fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create a user interface for games, although with ingenious use of the low-level API you can do it.
|
||||
|
||||
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119)):
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
### Q: Why using C++ (as opposed to C)?
|
||||
|
||||
Dear ImGui takes advantage of a few C++ language features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code terser. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors, and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---
|
||||
|
||||
# Q&A: Community
|
||||
|
||||
### Q: How can I help?
|
||||
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project. Please see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
|
||||
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
637
docs/FONTS.md
637
docs/FONTS.md
@ -1,637 +0,0 @@
|
||||
_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer)_
|
||||
|
||||
## Dear ImGui: Using Fonts
|
||||
|
||||
The code in Dear ImGui embeds a copy of [ProggyClean.ttf](https://github.com/bluescan/proggyfonts) by Tristan Grimmer,
|
||||
a 13 pixels high, pixel-perfect font used by default. ProggyClean does not scale very nicely.
|
||||
|
||||
The code in Dear ImGui embeds a partial copy of [ProggyForever.ttf](https://github.com/ocornut/proggyforever) by Disco Hello & Tristan Grimmer,
|
||||
a new font mimicking ProggyClean which does scale nicely.
|
||||
|
||||
We embed fonts in the code so you can use Dear ImGui without any file system access.
|
||||
If you don't use them you can set `IMGUI_DISABLE_DEFAULT_FONT` in your [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) file to ship binaries without the fonts and save about ~26 KB.
|
||||
|
||||
Calling io.Fonts->AddFontDefaultVector() loads ProggyForever.
|
||||
Calling io.Fonts->AddFontDefaultBitmap() loads ProggyClean.
|
||||
Calling io.Fonts->AddFontDefault() selects one based on the expected default font size (when `style.FontSizeBase * style.FontScaleMain * style.FontSizeDpi >= 15` we use ProggyForever).
|
||||
|
||||
You may also load external .TTF/.OTF files, see instructions on this page.
|
||||
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
|
||||
|
||||
**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
|
||||
|
||||
## Index
|
||||
- [Troubleshooting](#troubleshooting)
|
||||
- [New! Dynamic Fonts system in 1.92 (June 2025)](#new-dynamic-fonts-system-in-192-june-2025)
|
||||
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
|
||||
- [Fonts Loading Instructions](#fonts-loading-instructions)
|
||||
- [Loading Font Data from Memory](#loading-font-data-from-memory)
|
||||
- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
|
||||
- [Using Icon Fonts](#using-icon-fonts)
|
||||
- [Excluding Overlapping Ranges](#excluding-overlapping-ranges)
|
||||
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
|
||||
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
|
||||
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
|
||||
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
|
||||
- [About Filenames](#about-filenames)
|
||||
- [About UTF-8 Encoding](#about-utf-8-encoding)
|
||||
- [Debug Tools](#debug-tools)
|
||||
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
|
||||
- [Font Links](#font-links)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
**A vast majority of font and text related issues encountered comes from 4 things:**
|
||||
|
||||
### (1) Invalid filename due to use of `\` or unexpected working directory.
|
||||
|
||||
See [About Filenames](#about-filenames). AddFontXXX() functions should assert if the filename is incorrect.
|
||||
|
||||
### (2) Invalid UTF-8 encoding of your non-ASCII strings.
|
||||
|
||||
See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct.
|
||||
|
||||
### (3) Missing glyph ranges.
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
|
||||
|
||||
⏪ Before 1.92: you need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
|
||||
|
||||
This was a previous constraint of Dear ImGui (lifted in 1.92): when loading a font you need to specify which characters glyphs to load.
|
||||
All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
|
||||
|
||||
### (4) Font atlas texture fails to upload to GPU.
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: atlas is built incrementally and dynamically resized, this is less likely to happen**
|
||||
|
||||
:rewind: This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
|
||||
|
||||

|
||||
|
||||
Some solutions:
|
||||
- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
|
||||
Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
|
||||
- Reduce glyphs ranges by calculating them from source localization data.
|
||||
You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
||||
- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## New! Dynamic Fonts system in 1.92 (June 2025)
|
||||
|
||||
v1.92 introduces a newer, dynamic font system. It requires backend to support the `ImGuiBackendFlags_HasTextures` feature:
|
||||
- Users of icons, Asian and non-English languages do not need to pre-build all glyphs ahead of time. Saving on loading time, memory, and also reducing issues with missing glyphs. Specifying glyph ranges is not needed anymore.
|
||||
- `PushFont(NULL, new_size)` may be used anytime to change font size.
|
||||
- Packing custom rectangles is more convenient as pixels may be written to immediately.
|
||||
- Any update to fonts previously required backend specific calls to re-upload the texture, and said calls were not portable across backends. It is now possible to scale fonts etc. in a way that doesn't require you to make backend-specific calls.
|
||||
- It is possible to plug a custom loader/backend to any font source.
|
||||
|
||||
See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details.
|
||||
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## How should I handle DPI in my application?
|
||||
|
||||
Since 1.92, with an updated backend, you can set `style.FontScaleDpi = your_content_scale;` to scale all fonts.
|
||||
<BR>You can call `style.ScaleAllSizes(xxx)` at init time or every frame at the beginning of your main loop to scale sizes/paddings.
|
||||
<BR>Since 1.92, with an updated backend, macOS style pixel/backing style scale is automatically handled.
|
||||
<BR>See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Fonts Loading Instructions
|
||||
|
||||
**Select base size**
|
||||
```cpp
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.FontSizeBase = 20.0f;
|
||||
```
|
||||
|
||||
**Load default font:**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefaultVector(); // Load embedded scalable font.
|
||||
```
|
||||
```cpp
|
||||
io.Fonts->AddFontDefaultBitmap(); // Load embedded bitmap font (legacy).
|
||||
```
|
||||
```cpp
|
||||
io.Fonts->AddFontDefault(); // Load embedded font (legacy: auto-selected between the two above).
|
||||
```
|
||||
|
||||
**Load .TTF/.OTF file with:**
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: passing a size is not necessary**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf");
|
||||
```
|
||||
:rewind: **Before 1.92, or without an up to date backend:**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
```
|
||||
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully.
|
||||
|
||||
**Load multiple fonts:**
|
||||
```cpp
|
||||
// Init
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf",);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf");
|
||||
```
|
||||
|
||||
In your application loop, select which font to use:
|
||||
```cpp
|
||||
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
|
||||
ImGui::PushFont(font2, 0.0f); // change font, keep current size
|
||||
ImGui::Text("Hello with another font");
|
||||
ImGui::PopFont();
|
||||
```
|
||||
|
||||
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
|
||||
```cpp
|
||||
ImFontConfig config;
|
||||
config.OversampleH = 1.0f;
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
```
|
||||
|
||||
**Combine multiple fonts into one:**
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.**
|
||||
```cpp
|
||||
// Load a first font
|
||||
ImFont* font = io.Fonts->AddFontDefaultVector();
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 0.0f, &config); // Merge into first font to add Icons
|
||||
```
|
||||
:rewind: **Before 1.92, or without an up to date backend:**
|
||||
```cpp
|
||||
// Load a first font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
|
||||
// Add character ranges and merge into the previous font
|
||||
// The ranges array is not copied by the AddFont* functions and is used lazily
|
||||
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
|
||||
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font
|
||||
io.Fonts->Build();
|
||||
```
|
||||
|
||||
**Add a fourth parameter to bake specific font ranges only:**
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. All the GetGlyphRangesXXX() functions are marked obsolete.**
|
||||
```cpp
|
||||
// Basic Latin, Extended Latin
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
|
||||
|
||||
// Default + Selection of 2500 Ideographs used by Simplified Chinese
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
|
||||
|
||||
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
```
|
||||
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
|
||||
|
||||
**Example loading and using a Japanese font:**
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend:**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf");
|
||||
```
|
||||
|
||||
:rewind: **Before 1.92, or without an up to date backend:**
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
```
|
||||
|
||||
```cpp
|
||||
ImGui::Text(u8"こんにちは!テスト %d", 123);
|
||||
if (ImGui::Button(u8"ロード"))
|
||||
{
|
||||
// do stuff
|
||||
}
|
||||
ImGui::InputText("string", buf, IM_COUNTOF(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
|
||||

|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Loading Font Data from Memory
|
||||
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
|
||||
```
|
||||
|
||||
IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
|
||||
This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
|
||||
If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
|
||||
|
||||
```cpp
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.FontDataOwnedByAtlas = false;
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
|
||||
```
|
||||
IMPORTANT: Since 1.92, when using `FontDataOwnedByAtlas = false`, font data needs to available until `atlas->RemoveFont()`, or more typically until a shutdown of the owning context or font atlas. It was not immediately noticeable in 1.92.0 due to a bug in handling `FontDataOwnedByAtlas = false`, which was fixed in 1.92.6.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Loading Font Data Embedded In Source Code
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Icon Fonts
|
||||
|
||||
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
|
||||
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
|
||||
|
||||
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: https://github.com/juliettef/IconFontCppHeaders.
|
||||
|
||||
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. You can omit this parameter.**
|
||||
Example Setup:
|
||||
```cpp
|
||||
// Merge icons into default tool font
|
||||
#include "IconsFontAwesome.h"
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefaultVector();
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config);
|
||||
```
|
||||
:rewind: **Before 1.92:**
|
||||
```cpp
|
||||
// Merge icons into default tool font
|
||||
#include "IconsFontAwesome.h"
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
|
||||
```
|
||||
Example Usage:
|
||||
```cpp
|
||||
// Usage, e.g.
|
||||
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
|
||||
ImGui::Button(ICON_FA_SEARCH " Search");
|
||||
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
|
||||
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
|
||||
```
|
||||
See Links below for other icons fonts and related tools.
|
||||
|
||||
**Monospace Icons?**
|
||||
|
||||
To make your icon look more monospace and facilitate alignment, you may want to set the `ImFontConfig::GlyphMinAdvanceX` value when loading an icon font.
|
||||
If you `GlyphMinAdvanceX` you need to pass a `font_size` to `AddFontXXX()` calls, as the MinAdvanceX value will be specified for the given size and scaled otherwise.
|
||||
|
||||
**Screenshot**
|
||||
|
||||
Here's an application using icons ("Avoyd", https://www.avoyd.com):
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
### Excluding Overlapping Ranges
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: glyphs ranges are ignored**: when loading a glyph, input fonts in the merge list are queried in order. The first font which has the glyph loads it.
|
||||
<BR>‼️ **If you are merging several fonts, you may have undesirable overlapping ranges.** You can use `ImFontConfig::GlyphExcludeRanges[] `to specify ranges to ignore in a given Input.
|
||||
|
||||
```cpp
|
||||
// Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
|
||||
static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||
ImFontConfig cfg1;
|
||||
cfg1.GlyphExcludeRanges = exclude_ranges;
|
||||
io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
|
||||
|
||||
// Add Font Source 2, which expects to use the range above
|
||||
ImFontConfig cfg2;
|
||||
cfg2.MergeMode = true;
|
||||
io.Fonts->AddFontFromFileTTF("FontAwesome4.ttf", 0.0f, &cfg2);
|
||||
```
|
||||
Another (silly) example:
|
||||
```cpp
|
||||
// Remove 'A'-'Z' from first font
|
||||
static ImWchar exclude_ranges[] = { 'A', 'Z', 0 };
|
||||
ImFontConfig cfg1;
|
||||
cfg1.GlyphExcludeRanges = exclude_ranges;
|
||||
io.Fonts->AddFontFromFileTTF("segoeui.ttf", 0.0f, &cfg1);
|
||||
|
||||
// Load another font to fill the gaps
|
||||
ImFontConfig cfg2;
|
||||
cfg2.MergeMode = true;
|
||||
io.Fonts->AddFontFromFileTTF("Roboto-Medium.ttf", 0.0f, &cfg2);
|
||||
```
|
||||

|
||||
|
||||
You can use `Metrics/Debugger->Fonts->Font->Input Glyphs Overlap Detection Tool` to see list of glyphs available in multiple font sources. This can facilitate understanding which font input is providing which glyph.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using FreeType Rasterizer (imgui_freetype)
|
||||
|
||||
- Dear ImGui uses [stb_truetype.h](https://github.com/nothings/stb/) to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
|
||||
- You can however use `imgui_freetype.cpp` from the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. Compile with this file and add `#define IMGUI_ENABLE_FREETYPE` to your imconfig.h file or build system to automatically activate it.
|
||||
- FreeType supports auto-hinting which tends to improve the readability of small fonts. It makes a big difference especially at smaller resolutions.
|
||||
- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
|
||||
- Correct sRGB space blending will have an important effect on your font rendering quality.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Colorful Glyphs/Emojis
|
||||
|
||||
- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
|
||||
- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
|
||||
- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
|
||||
- Not all types of color fonts are supported by FreeType at the moment.
|
||||
- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
|
||||
|
||||

|
||||
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
|
||||
static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
|
||||
static ImFontConfig cfg;
|
||||
cfg.MergeMode = true;
|
||||
cfg.FontLoaderFlags |= ImGuiFreeTypeLoaderFlags_LoadColor;
|
||||
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Glyph Ranges
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. Therefore this is not really useful any more.**
|
||||
|
||||
:rewind: You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
|
||||
```cpp
|
||||
ImVector<ImWchar> ranges;
|
||||
ImFontGlyphRangesBuilder builder;
|
||||
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
|
||||
builder.AddChar(0x7262); // Add a specific character
|
||||
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
||||
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
||||
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data);
|
||||
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Colorful Icons
|
||||
|
||||
🆕 **Since 1.92, with an up to date backend: this system has been revamped.**
|
||||
|
||||
TL;DR; With the new system, it is recommended that you create a custom `ImFontLoader` and register your fonts with it.
|
||||
`AddCustomRectFontGlyph()` has been obsoleted because its API does not make much sense with resizable fonts.
|
||||
|
||||
You can ask questions in [#8466](https://github.com/ocornut/imgui/issues/8466).
|
||||
|
||||
:rewind: **Before 1.92:**
|
||||
|
||||
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
|
||||
|
||||
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
|
||||
- You can then use `ImFontAtlas::GetCustomRect(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
|
||||
- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale).
|
||||
|
||||
#### Pseudo-code:
|
||||
```cpp
|
||||
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
|
||||
ImFont* font = io.Fonts->AddFontDefaultVector();
|
||||
int rect_ids[2];
|
||||
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
||||
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
|
||||
|
||||
// Build atlas
|
||||
io.Fonts->Build();
|
||||
|
||||
// Retrieve texture in RGBA format
|
||||
unsigned char* tex_pixels = nullptr;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int rect_n = 0; rect_n < IM_COUNTOF(rect_ids); rect_n++)
|
||||
if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n]))
|
||||
{
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
{
|
||||
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
||||
for (int x = rect->Width; x > 0; x--)
|
||||
*p++ = IM_COL32(255, 0, 0, 255);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## About Filenames
|
||||
|
||||
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.**
|
||||
|
||||
Two things to watch for:
|
||||
|
||||
(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
|
||||
```
|
||||
In some situations, you may also use `/` path separator under Windows.
|
||||
|
||||
(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
|
||||
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## About UTF-8 Encoding
|
||||
|
||||
**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
|
||||
|
||||
(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
|
||||
This is a convenient way to confirm that your encoding is correct.
|
||||
|
||||
```cpp
|
||||
ImGui::SeparatorText("CORRECT");
|
||||
ImGui::DebugTextEncoding(u8"こんにちは");
|
||||
|
||||
ImGui::SeparatorText("INCORRECT");
|
||||
ImGui::DebugTextEncoding("こんにちは");
|
||||
```
|
||||

|
||||
|
||||
You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
|
||||
|
||||
(2) To encode in UTF-8:
|
||||
|
||||
There are also compiler-specific ways to enforce UTF-8 encoding by default:
|
||||
|
||||
- Visual Studio compiler: `/utf-8` command-line flag.
|
||||
- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
|
||||
- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
|
||||
|
||||
Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
|
||||
```cpp
|
||||
ImGui::Text(u8"hello");
|
||||
ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
|
||||
ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
|
||||
```
|
||||
|
||||
Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
|
||||
Because of type usage of `u8""` in C++20 is a little more tedious:
|
||||
```cpp
|
||||
ImGui::Text((const char*)u8"こんにちは");
|
||||
```
|
||||
However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Debug Tools
|
||||
|
||||
#### Metrics/Debugger->Fonts
|
||||
You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
|
||||
|
||||

|
||||
|
||||
#### UTF-8 Encoding Viewer**
|
||||
You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
|
||||
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Credits/Licenses For Fonts Included In Repository
|
||||
|
||||
Embedded in source code:
|
||||
|
||||
**ProggyClean.ttf**, by Tristan Grimmer
|
||||
<br>MIT License
|
||||
<br>(recommended loading setting: Size = 13.0, GlyphOffset.y = +1, PixelSnapH = true)
|
||||
<br>https://github.com/bluescan/proggyfonts
|
||||
|
||||
**ProggyForever.ttf**, by Disco Hello, Tristan Grimmer
|
||||
<BR>MIT License
|
||||
<BR>https://github.com/ocornut/proggyforever
|
||||
|
||||
Extra fonts files are available in the `misc/fonts/` folder.
|
||||
Compared to 2014 when they were first introduced, we now have better font support and we embed ProggyForever.
|
||||
I believe all the files here are unnecessary nowadays. You can find font yourself. They might eventually be removed.
|
||||
|
||||
**Roboto-Medium.ttf**, by Christian Robetson
|
||||
<br>Apache License 2.0
|
||||
<br>https://fonts.google.com/specimen/Roboto
|
||||
|
||||
**Cousine-Regular.ttf**, by Steve Matteson
|
||||
<br>Digitized data copyright (c) 2010 Google Corporation.
|
||||
<br>Licensed under the SIL Open Font License, Version 1.1
|
||||
<br>https://fonts.google.com/specimen/Cousine
|
||||
|
||||
**DroidSans.ttf**, by Steve Matteson
|
||||
<br>Apache License 2.0
|
||||
<br>https://www.fontsquirrel.com/fonts/droid-sans
|
||||
|
||||
**ProggyTiny.ttf**, by Tristan Grimmer
|
||||
<br>MIT License
|
||||
<br>(recommended loading setting: Size = 10.0, GlyphOffset.y = +1)
|
||||
<br>https://github.com/bluescan/proggyfonts
|
||||
|
||||
**Karla-Regular.ttf**, by Jonathan Pinhorn
|
||||
<br>SIL OPEN FONT LICENSE Version 1.1
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## Font Links
|
||||
|
||||
#### ICON FONTS
|
||||
|
||||
- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders
|
||||
- FontAwesome https://fortawesome.github.io/Font-Awesome
|
||||
- OpenFontIcons https://github.com/traverseda/OpenFontIcons
|
||||
- Google Icon Fonts https://design.google.com/icons/
|
||||
- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font
|
||||
- IcoMoon - Custom Icon font builder https://icomoon.io/app
|
||||
|
||||
#### REGULAR FONTS
|
||||
|
||||
- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/
|
||||
- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans
|
||||
- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
|
||||
|
||||
#### MONOSPACE FONTS
|
||||
|
||||
<img width="1172" height="715" alt="image" src="https://github.com/user-attachments/assets/c9702534-4877-41c9-ae0d-252933c26ced" />
|
||||
|
||||
- Proggy Fonts, by Tristan Grimmer https://github.com/bluescan/proggyfonts
|
||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font
|
||||
- Google Noto Mono Fonts: https://www.google.com/get/noto/
|
||||
- Typefaces for source code beautification: https://github.com/chrissimpkins/codeface
|
||||
- Programmation fonts: http://s9w.github.io/font_compare/
|
||||
- Inconsolata: http://www.levien.com/type/myfonts/inconsolata.html
|
||||
- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro
|
||||
- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/
|
||||
|
||||
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
|
||||
|
||||
##### [Return to Index](#index)
|
||||
230
docs/README.md
230
docs/README.md
@ -1,230 +0,0 @@
|
||||
Dear ImGui
|
||||
=====
|
||||
|
||||
<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
|
||||
|
||||
----
|
||||
|
||||
[](https://github.com/ocornut/imgui/actions?workflow=build) [](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
|
||||
|
||||
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
|
||||
|
||||
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
|
||||
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Language bindings & framework backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
|
||||
### The Pitch
|
||||
|
||||
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
|
||||
|
||||
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries. Among other things, full internationalization (right-to-left text, bidirectional text, text shaping etc.) and accessibility features are not supported.
|
||||
|
||||
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
|
||||
|
||||
- Minimize state synchronization.
|
||||
- Minimize UI-related state storage on user side.
|
||||
- Minimize setup and maintenance.
|
||||
- Easy to use to create dynamic UI which are the reflection of a dynamic data set.
|
||||
- Easy to use to create code-driven and data-driven tools.
|
||||
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
|
||||
- Easy to hack and improve.
|
||||
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
|
||||
- Efficient runtime and memory consumption.
|
||||
- Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
|
||||
|
||||
### Usage
|
||||
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (`imgui*.cpp`, `imgui*.h`). **No specific build process is required**: you can add all files into your existing project.
|
||||
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
C++20 users wishing to use a module may the use [stripe2933/imgui-module](https://github.com/stripe2933/imgui-module) third-party extension.
|
||||
|
||||
See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
|
||||
|
||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
```cpp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
MySaveFunction();
|
||||
ImGui::InputText("string", buf, IM_COUNTOF(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
<img width="412" height="236" alt="sample code output (dark)" src="https://github.com/user-attachments/assets/32b838df-6378-498b-84a8-9a79ee6264a7" />
|
||||
<img width="412" height="236" alt="sample code output (light)" src="https://github.com/user-attachments/assets/f075e2b0-98de-4be8-acb4-99ba0c9966cd" />
|
||||
|
||||
```cpp
|
||||
// Create a window called "My First Tool", with a menu bar.
|
||||
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("File"))
|
||||
{
|
||||
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
// Edit a color stored as 4 floats
|
||||
ImGui::ColorEdit4("Color", my_color);
|
||||
|
||||
// Generate samples and plot them
|
||||
float samples[100];
|
||||
for (int n = 0; n < 100; n++)
|
||||
samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
|
||||
ImGui::PlotLines("Samples", samples, 100);
|
||||
|
||||
// Display contents in a scrolling region
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
|
||||
ImGui::BeginChild("Scrolling");
|
||||
for (int n = 0; n < 50; n++)
|
||||
ImGui::Text("%04d: Some text", n);
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
```
|
||||

|
||||
|
||||
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
|
||||
|
||||
### How it works
|
||||
|
||||
The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details.
|
||||
|
||||
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
|
||||
|
||||
_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||
|
||||
### Releases & Changelogs
|
||||
|
||||
See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs.
|
||||
Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
|
||||
|
||||
### Demo
|
||||
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
|
||||
- [imgui_explorer](https://pthom.github.io/imgui_explorer): Web version of the demo w/ source code browser, courtesy of [@pthom](https://github.com/pthom).
|
||||
|
||||
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20260225.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20260225.zip) (Windows, 1.92.6, built 2026/02/25, master) or [older binaries](https://www.dearimgui.com/binaries).
|
||||
|
||||
### Gallery
|
||||
|
||||
Examples projects using Dear ImGui: [Tracy](https://github.com/wolfpld/tracy) (profiler), [ImHex](https://github.com/WerWolv/ImHex) (hex editor/data analysis), [RemedyBG](https://remedybg.itch.io/remedybg) (debugger) and [hundreds of others](https://github.com/ocornut/imgui/wiki/Software-using-Dear-ImGui).
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||
|
||||
| | |
|
||||
|--|--|
|
||||
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
|
||||
| Custom engine (untitled)<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
|
||||
|
||||
### Getting Started & Integration
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
|
||||
|
||||
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more imgui_impl_xxxx files instead of rewriting them: this will be less work for you, and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom backend using your custom engine functions if you wish so.
|
||||
|
||||
Integrating Dear ImGui within your custom engine is a matter of mainly 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can create/update textures and render textured triangles. This is exactly what backends are doing.
|
||||
- The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications setting up a window and using standard backends.
|
||||
- The [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide has instructions to integrate imgui into an existing application using standard backends. It should in theory take you less than an hour to integrate Dear ImGui into your existing codebase where support libraries are linked. Less if you read carefully.
|
||||
- The [Backends](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md) guide explains what backends are doing, and has instructions to implement a custom backend. You can also refer to the source code of our ~20 backends to understand how they work.
|
||||
- Generally, **make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
||||
|
||||
Officially maintained backends (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
|
||||
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or our newer [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
|
||||
|
||||
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
|
||||
|
||||
[](https://github.com/ocornut/imgui/wiki/Useful-Extensions)
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot), [ImPlot3d](https://github.com/brenocq/implot3d) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
### Support, Frequently Asked Questions (FAQ)
|
||||
|
||||
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
|
||||
|
||||
See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
|
||||
See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
|
||||
|
||||
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
|
||||
|
||||
For the purposes of getting search engines to crawl the wiki, here's a link to the [Crawlable Wiki](https://github-wiki-see.page/m/ocornut/imgui/wiki) (not for humans, [here's why](https://github-wiki-see.page/)).
|
||||
|
||||
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
|
||||
|
||||
**Which version should I get?**
|
||||
|
||||
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/wiki/Multi-Viewports) and [Docking](https://github.com/ocornut/imgui/wiki/Docking) features. This branch is kept in sync with master regularly.
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues?q=label%3Agallery)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Be a [Funding Supporter](https://github.com/ocornut/imgui/wiki/Funding)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: contact AT dearimgui DOT com).
|
||||
|
||||
Sponsors
|
||||
--------
|
||||
|
||||
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
|
||||
<BR>Please see the **[detailed list of current and past Dear ImGui funding supporters and sponsors](https://github.com/ocornut/imgui/wiki/Funding)** for details.
|
||||
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
|
||||
|
||||
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
|
||||
|
||||
Dear ImGui is using software and services provided free of charge for open source projects:
|
||||
- [PVS-Studio](https://pvs-studio.com/en/pvs-studio/?utm_source=website&utm_medium=github&utm_campaign=open_source) for static analysis (supports C/C++/C#/Java).
|
||||
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
|
||||
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://youtu.be/w0oxBviRGlU) (PS Vita).
|
||||
|
||||
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Maintenance/support contracts, sponsoring invoices and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
|
||||
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
|
||||
|
||||
Embeds [ProggyClean](https://www.proggyfonts.net) font by Tristan Grimmer (MIT license).
|
||||
<br>Embeds [ProggyForever](https://github.com/ocornut/proggyforever) fonts by Disco Hello, Tristan Grimmer (MIT license).
|
||||
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Special thanks to Alex Evans, Patrick Doane, Marco Koegler for kindly helping. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
|
||||
328
docs/TODO.txt
328
docs/TODO.txt
@ -1,328 +0,0 @@
|
||||
dear imgui
|
||||
ISSUES & TODO LIST
|
||||
|
||||
Issue numbers (#) refer to GitHub issues listed at https://github.com/ocornut/imgui/issues/XXXX
|
||||
THIS LIST IS NOT WELL MAINTAINED. MOST OF THE WORK HAPPENS ON GITHUB NOWADAYS.
|
||||
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
|
||||
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
|
||||
|
||||
- doc: add a proper documentation system (maybe relying on automation? #435)
|
||||
- doc: checklist app to verify backends/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||
|
||||
- window: preserve/restore relative focus ordering (persistent or not), and e.g. of multiple reappearing windows (#2304) -> also see docking reference to same #.
|
||||
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
|
||||
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
|
||||
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
|
||||
- window: begin with *p_open == false could return false.
|
||||
- window: get size/pos helpers given names (see discussion in #249)
|
||||
- window: when window is very small, prioritize resize button over close button.
|
||||
- window: double-clicking on title bar to minimize isn't consistent interaction, perhaps move to single-click on left-most collapse icon?
|
||||
- window: expose contents size. (#1045)
|
||||
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
|
||||
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window: top most window flag? more z-order control? (#2574)
|
||||
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
|
||||
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar, trying to click behind a modal).
|
||||
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331) -> model from test engine.
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
|
||||
- scrolling/style: shadows on scrollable areas to denote that there is more contents (see e.g. DaVinci Resolve ui)
|
||||
|
||||
- drawdata: make it easy to deep-copy (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (#1860 see ImDrawDataSnapshot)
|
||||
! drawlist: add CalcTextSize() func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
|
||||
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command). (WIP branch)
|
||||
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
|
||||
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
|
||||
- drawlist: callback: add an extra void* in ImDrawCallback to expose render state instead of pulling from Renderer_RenderState (would break API).
|
||||
- drawlist: AddRect vs AddLine position confusing (#2441)
|
||||
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
|
||||
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
|
||||
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
|
||||
|
||||
- items: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
|
||||
|
||||
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
||||
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
||||
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
|
||||
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
|
||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||
- widgets: activate by identifier (trigger button, focus given id)
|
||||
- widgets: custom glyph/shapes replacements for stock shapes. (also #6090 #2431 #2235 #6517)
|
||||
- widgets: coloredit: keep reporting as active when picker is on?
|
||||
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
|
||||
- selectable: generic BeginSelectable()/EndSelectable() mechanism. (work out alongside range-select branch)
|
||||
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
|
||||
- input text: preserve scrolling when unfocused?
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
- input text: expose CursorPos in char filter event (#816)
|
||||
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
|
||||
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return nullptr if not active (available in internals)
|
||||
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
|
||||
- input text: hover tooltip could show unclamped text
|
||||
- input text: support for INSERT key to toggle overwrite mode. currently disabled because stb_textedit behavior is unsatisfactory on multi-line. (#2863)
|
||||
- input text: option to Tab after an Enter validation.
|
||||
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
||||
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
|
||||
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: decorrelate display layout from inputs with custom template - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
|
||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
|
||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||
- input text: a way for the user to provide syntax coloring.
|
||||
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
||||
- input text multi-line: support for copy/cut without selection (copy/cut current line?)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
|
||||
- input text multi-line: better horizontal scrolling support (#383, #1224)
|
||||
- input number: optional range min/max for Input*() functions
|
||||
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
|
||||
- input number: use mouse wheel to step up/down
|
||||
|
||||
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
|
||||
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
|
||||
- layout: horizontal layout helper (#97)
|
||||
- layout: horizontal flow until no space left (#404)
|
||||
- layout: more generic alignment state (left/right/centered) for single items?
|
||||
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
|
||||
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
|
||||
- layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size.
|
||||
- layout: (R&D) local multi-pass layout mode.
|
||||
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
|
||||
|
||||
- tables: see https://github.com/ocornut/imgui/issues/2957#issuecomment-569726095
|
||||
|
||||
- group: BeginGroup() needs a border option. (~#1496)
|
||||
- group: IsItemHovered() after EndGroup() covers whole AABB rather than the intersection of individual items. Is that desirable?
|
||||
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
|
||||
|
||||
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
||||
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
|
||||
|
||||
- plot: full featured plot/graph api w/ scrolling, zooming etc. --> promote using ImPlot
|
||||
- (plot: deleted all other todo lines on 2023-06-28)
|
||||
|
||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||
- clipper: ability to run without knowing full count in advance.
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- separator: expose flags (#759)
|
||||
- separator: take indent into consideration (optional)
|
||||
- separator: width, thickness, centering (#1643, #2657)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- docking: merge docking branch (#2109)
|
||||
|
||||
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work (WIP branch)
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
|
||||
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||
- slider: add dragging-based widgets to edit values with mouse (on 2 axes), saving screen real-estate.
|
||||
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
|
||||
- slider: relative dragging? + precision dragging
|
||||
- slider: step option (#1183)
|
||||
- slider: style: fill % of the bar instead of positioning a drag.
|
||||
- knob: rotating knob widget (#942)
|
||||
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
|
||||
- drag float: up/down axis
|
||||
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
|
||||
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
||||
|
||||
- combo: a way/helper to customize the combo preview (#1658) -> experimental BeginComboPreview()
|
||||
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
|
||||
- listbox: multiple selection (WIP range-select branch)
|
||||
- listbox: unselect option (#1208)
|
||||
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?) (WIP range-select branch)
|
||||
- listbox: user may want to initial scroll to focus on the one selected value?
|
||||
- listbox: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
|
||||
- listbox: scrolling should track modified selection.
|
||||
- listbox: future api should allow to enable horizontal scrolling (#2510)
|
||||
|
||||
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
|
||||
- modals: make modal title bar blink when trying to click outside the modal
|
||||
- modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
|
||||
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
|
||||
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
|
||||
- popups: add variant using global identifier similar to Begin/End (#402)
|
||||
- popups: border options. richer api like BeginChild() perhaps? (#197)
|
||||
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
|
||||
|
||||
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
|
||||
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
|
||||
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers (WIP branch)
|
||||
- tooltip: tooltip priorities to override a stock tooltip (e.g. shortcut tooltip)
|
||||
|
||||
- status-bar: add a per-window status bar helper similar to what menu-bar does. generalize concept of layer0 rect in window (can make _MenuBar window flag obsolete too).
|
||||
- shortcuts: store multiple keychords in ImGuiKeyChord
|
||||
- shortcuts: Hovered route (lower than Focused, higher than Global)
|
||||
- shortcuts: local-style shortcut api, e.g. parse "&Save"
|
||||
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally zero.
|
||||
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
|
||||
|
||||
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
|
||||
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
- settings: facilitate extension lazily calling AddSettingsHandler() while running and still getting their data call the ReadXXX handlers immediately.
|
||||
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
|
||||
|
||||
- style: better default styles. (#707)
|
||||
- style: add a highlighted text color (for headers, etc.)
|
||||
- style: border types: out-screen, in-screen, etc. (#447)
|
||||
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
|
||||
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
|
||||
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
|
||||
- style: global scale setting.
|
||||
- style: FramePadding could be different for up vs down (#584)
|
||||
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
|
||||
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
|
||||
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||
- style editor: color child window height expressed in multiple of line height.
|
||||
|
||||
- log: improve logging of ArrowButton, ListBox, TabItem
|
||||
- log: carry on indent / tree depth when opening a child window
|
||||
- log: enabling log ends up pushing and growing vertices buffers because we don't distinguish layout vs render clipping
|
||||
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
|
||||
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
|
||||
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
|
||||
- log: obsolete LogButtons().... (was: LogButtons() options for specifying depth and/or hiding depth slider)
|
||||
|
||||
- filters: set a current filter that certain items (e.g. tree node) can automatically query to hide themselves
|
||||
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
|
||||
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
|
||||
|
||||
- drag and drop: focus drag target window on hold (even without open)
|
||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
|
||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
|
||||
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
|
||||
- drag and drop: allow for multiple payload types. (#143)
|
||||
- drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
|
||||
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
|
||||
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
|
||||
|
||||
- markup: simple markup language for color change? (#902, #3130)
|
||||
|
||||
- text: selectable text (for copy) as a generic feature (ItemFlags?)
|
||||
- text: proper alignment options in imgui_internal.h
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
|
||||
- text/wrapped: custom separator for text wrapping. (#3002)
|
||||
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
|
||||
- font: arbitrary line spacing. (#2945)
|
||||
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
|
||||
- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
|
||||
- font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
|
||||
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
|
||||
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
|
||||
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
||||
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
|
||||
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font/draw: need to be able to specify wrap start position.
|
||||
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines). also see #3349.
|
||||
- font/draw: fix for drawing 16k+ visible characters in same call.
|
||||
- font/draw: underline, squiggle line rendering helpers.
|
||||
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
|
||||
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
|
||||
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
|
||||
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
|
||||
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16-bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
|
||||
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line? how about CTRL+Tab)
|
||||
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
|
||||
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
|
||||
- nav: expose wrap around flags/logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
|
||||
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
|
||||
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- nav: SetItemDefaultFocus() level of priority, so widgets like Selectable when inside a popup could claim a low-priority default focus on the first selected item
|
||||
- nav: holding space to repeat a button doesn't show button activated during hold.
|
||||
- nav: NavFlattened: init requests don't work properly on flattened siblings.
|
||||
- nav: NavFlattened: pageup/pagedown/home/end don't work properly on flattened siblings.
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10, keyboard Menu key?)
|
||||
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
|
||||
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||
- nav/menus: allow pressing Menu to leave a sub-menu.
|
||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
|
||||
- nav/menus: main menu bar currently cannot restore a nullptr focus. Could save NavWindow at the time of being focused, similarly to what popup do?
|
||||
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
||||
- nav/windowing: when CTRL+Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
|
||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
|
||||
|
||||
- inputs: support track pad style scrolling & slider edit.
|
||||
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
|
||||
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
|
||||
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
|
||||
|
||||
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for backend to be able stop refreshing easily.
|
||||
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
|
||||
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
|
||||
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
|
||||
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
|
||||
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
|
||||
- misc: use more size_t in public api?
|
||||
- misc: support for string view/range instead of char* would e.g. facilitate usage with Rust (#683, #3038, WIP string_view branch)
|
||||
|
||||
- demo: demonstrate using PushStyleVar() in more details.
|
||||
- demo: add vertical separator demo
|
||||
- demo: add virtual scrolling example?
|
||||
- demo: demonstrate Plot offset
|
||||
- demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
|
||||
|
||||
- examples: window minimize, maximize (#583)
|
||||
- examples: provide a zero frame-rate/idle example.
|
||||
- examples: dx11/dx12: try to use new swapchain blit models (#2970, #9031)
|
||||
- backends: report it better when not able to create texture?
|
||||
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
|
||||
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
|
||||
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
|
||||
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
|
||||
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
|
||||
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
|
||||
- backends: emscripten: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
|
||||
|
||||
- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h) (--> use https://github.com/dearimgui/dear_bindings)
|
||||
|
||||
- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF. (#1038 + needed for string_view)
|
||||
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
|
||||
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
|
||||
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
|
||||
- optimization: use another hash function than crc32, e.g. FNV1a
|
||||
- optimization: turn some the various stack vectors into statically-sized arrays
|
||||
@ -1,12 +0,0 @@
|
||||
New to Dear ImGui?
|
||||
- Check out the Getting Started guide: https://github.com/ocornut/imgui/wiki/Getting-Started
|
||||
- About Backends: docs/BACKENDS.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
|
||||
- About Examples: docs/EXAMPLES.md file, or on the web: https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md
|
||||
|
||||
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.
|
||||
|
||||
A few 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.
|
||||
@ -1,36 +0,0 @@
|
||||
|
||||
# Configuration
|
||||
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
|
||||
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
|
||||
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
|
||||
Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
|
||||
|
||||
# How to Build
|
||||
|
||||
### On Ubuntu 14.04+ and macOS
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
On macOS, install Allegro with homebrew: `brew install allegro`.
|
||||
|
||||
### On Windows with Visual Studio's CLI
|
||||
|
||||
You may install Allegro using vcpkg:
|
||||
```
|
||||
git clone https://github.com/Microsoft/vcpkg
|
||||
cd vcpkg
|
||||
bootstrap-vcpkg.bat
|
||||
vcpkg install allegro5 --triplet=x86-windows ; for win32
|
||||
vcpkg install allegro5 --triplet=x64-windows ; for win64
|
||||
vcpkg integrate install ; register include / libs in Visual Studio
|
||||
```
|
||||
|
||||
Build:
|
||||
```
|
||||
set ALLEGRODIR=path_to_your_allegro5_folder
|
||||
cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
```
|
||||
@ -1,185 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{73F235B5-7D31-4FC6-8682-DDC5A097B9C1}</ProjectGuid>
|
||||
<RootNamespace>example_allegro5</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp" />
|
||||
<ClCompile Include="imconfig_allegro5.h" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,61 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_allegro5.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="imconfig_allegro5.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_allegro5.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,11 +0,0 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
|
||||
// See imconfig.h for the full template
|
||||
// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
|
||||
// This allows us to avoid converting vertices format at runtime
|
||||
#define ImDrawIdx int
|
||||
@ -1,151 +0,0 @@
|
||||
// Dear ImGui: standalone example application for Allegro 5
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// On Windows, you can install Allegro5 using vcpkg:
|
||||
// git clone https://github.com/Microsoft/vcpkg
|
||||
// cd vcpkg
|
||||
// bootstrap - vcpkg.bat
|
||||
// vcpkg install allegro5 --triplet=x86-windows ; for win32
|
||||
// vcpkg install allegro5 --triplet=x64-windows ; for win64
|
||||
// vcpkg integrate install ; register include and libs in Visual Studio
|
||||
|
||||
#include <stdint.h>
|
||||
#include <allegro5/allegro.h>
|
||||
#include <allegro5/allegro_primitives.h>
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_allegro5.h"
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Allegro
|
||||
al_init();
|
||||
al_install_keyboard();
|
||||
al_install_mouse();
|
||||
al_init_primitives_addon();
|
||||
al_set_new_display_flags(ALLEGRO_RESIZABLE);
|
||||
ALLEGRO_DISPLAY* display = al_create_display(1280, 800);
|
||||
al_set_window_title(display, "Dear ImGui Allegro 5 example");
|
||||
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
|
||||
al_register_event_source(queue, al_get_display_event_source(display));
|
||||
al_register_event_source(queue, al_get_keyboard_event_source());
|
||||
al_register_event_source(queue, al_get_mouse_event_source());
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplAllegro5_Init(display);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool running = true;
|
||||
while (running)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
ALLEGRO_EVENT ev;
|
||||
while (al_get_next_event(queue, &ev))
|
||||
{
|
||||
ImGui_ImplAllegro5_ProcessEvent(&ev);
|
||||
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
|
||||
running = false;
|
||||
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
|
||||
{
|
||||
ImGui_ImplAllegro5_InvalidateDeviceObjects();
|
||||
al_acknowledge_resize(display);
|
||||
ImGui_ImplAllegro5_CreateDeviceObjects();
|
||||
}
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplAllegro5_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
al_clear_to_color(al_map_rgba_f(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w));
|
||||
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
|
||||
al_flip_display();
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplAllegro5_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
al_destroy_event_queue(queue);
|
||||
al_destroy_display(display);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,40 +0,0 @@
|
||||
cmake_minimum_required(VERSION 3.6)
|
||||
|
||||
project(ImGuiExample)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 11)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
set(CMAKE_CXX_EXTENSIONS OFF)
|
||||
|
||||
add_library(${CMAKE_PROJECT_NAME} SHARED
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
|
||||
${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
|
||||
)
|
||||
|
||||
set(CMAKE_SHARED_LINKER_FLAGS
|
||||
"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
|
||||
)
|
||||
|
||||
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
|
||||
IMGUI_IMPL_OPENGL_ES3
|
||||
)
|
||||
|
||||
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../..
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends
|
||||
${ANDROID_NDK}/sources/android/native_app_glue
|
||||
)
|
||||
|
||||
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
|
||||
android
|
||||
EGL
|
||||
GLESv3
|
||||
log
|
||||
)
|
||||
@ -1,14 +0,0 @@
|
||||
build/
|
||||
*.iml
|
||||
.gradle
|
||||
.idea
|
||||
.DS_Store
|
||||
/captures
|
||||
.externalNativeBuild
|
||||
.cxx
|
||||
local.properties
|
||||
|
||||
# Android Studio puts a Gradle wrapper here, that we don't want:
|
||||
gradle/
|
||||
!gradle/libs.versions.toml
|
||||
gradlew*
|
||||
@ -1,37 +0,0 @@
|
||||
plugins {
|
||||
alias(libs.plugins.android.application)
|
||||
alias(libs.plugins.kotlin.android)
|
||||
}
|
||||
|
||||
android {
|
||||
namespace 'imgui.example.android'
|
||||
compileSdk 36
|
||||
|
||||
defaultConfig {
|
||||
applicationId "imgui.example.android"
|
||||
minSdk 24
|
||||
targetSdk 36
|
||||
versionCode 1
|
||||
versionName "1.0"
|
||||
}
|
||||
|
||||
buildTypes {
|
||||
release {
|
||||
minifyEnabled false
|
||||
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
|
||||
}
|
||||
}
|
||||
compileOptions {
|
||||
sourceCompatibility JavaVersion.VERSION_11
|
||||
targetCompatibility JavaVersion.VERSION_11
|
||||
}
|
||||
kotlinOptions {
|
||||
jvmTarget = '11'
|
||||
}
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
path file('../../CMakeLists.txt')
|
||||
version '3.22.1'
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,25 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
xmlns:tools="http://schemas.android.com/tools">
|
||||
|
||||
<application
|
||||
android:label="ImGuiExample"
|
||||
android:allowBackup="false"
|
||||
android:fullBackupContent="false"
|
||||
android:hasCode="true">
|
||||
|
||||
<activity
|
||||
android:name="imgui.example.android.MainActivity"
|
||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
||||
android:configChanges="orientation|keyboardHidden|screenSize"
|
||||
android:exported="true">
|
||||
<meta-data android:name="android.app.lib_name"
|
||||
android:value="ImGuiExample" />
|
||||
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
</intent-filter>
|
||||
</activity>
|
||||
</application>
|
||||
</manifest>
|
||||
@ -1,40 +0,0 @@
|
||||
package imgui.example.android
|
||||
|
||||
import android.app.NativeActivity
|
||||
import android.os.Bundle
|
||||
import android.content.Context
|
||||
import android.view.inputmethod.InputMethodManager
|
||||
import android.view.KeyEvent
|
||||
import java.util.concurrent.LinkedBlockingQueue
|
||||
|
||||
class MainActivity : NativeActivity() {
|
||||
public override fun onCreate(savedInstanceState: Bundle?) {
|
||||
super.onCreate(savedInstanceState)
|
||||
}
|
||||
|
||||
fun showSoftInput() {
|
||||
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
|
||||
inputMethodManager.showSoftInput(this.window.decorView, 0)
|
||||
}
|
||||
|
||||
fun hideSoftInput() {
|
||||
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
|
||||
inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
|
||||
}
|
||||
|
||||
// Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
|
||||
private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
|
||||
|
||||
// We assume dispatchKeyEvent() of the NativeActivity is actually called for every
|
||||
// KeyEvent and not consumed by any View before it reaches here
|
||||
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
|
||||
if (event.action == KeyEvent.ACTION_DOWN) {
|
||||
unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
|
||||
}
|
||||
return super.dispatchKeyEvent(event)
|
||||
}
|
||||
|
||||
fun pollUnicodeChar(): Int {
|
||||
return unicodeCharacterQueue.poll() ?: 0
|
||||
}
|
||||
}
|
||||
@ -1,5 +0,0 @@
|
||||
// Top-level build file where you can add configuration options common to all sub-projects/modules.
|
||||
plugins {
|
||||
alias(libs.plugins.android.application) apply false
|
||||
alias(libs.plugins.kotlin.android) apply false
|
||||
}
|
||||
@ -1,8 +0,0 @@
|
||||
[versions]
|
||||
agp = "8.12.0"
|
||||
kotlin = "2.0.21"
|
||||
|
||||
[plugins]
|
||||
android-application = { id = "com.android.application", version.ref = "agp" }
|
||||
kotlin-android = { id = "org.jetbrains.kotlin.android", version.ref = "kotlin" }
|
||||
|
||||
@ -1,22 +0,0 @@
|
||||
pluginManagement {
|
||||
repositories {
|
||||
google {
|
||||
content {
|
||||
includeGroupByRegex("com\\.android.*")
|
||||
includeGroupByRegex("com\\.google.*")
|
||||
includeGroupByRegex("androidx.*")
|
||||
}
|
||||
}
|
||||
mavenCentral()
|
||||
gradlePluginPortal()
|
||||
}
|
||||
}
|
||||
dependencyResolutionManagement {
|
||||
repositoriesMode.set(RepositoriesMode.FAIL_ON_PROJECT_REPOS)
|
||||
repositories {
|
||||
google()
|
||||
mavenCentral()
|
||||
}
|
||||
}
|
||||
|
||||
include ':app'
|
||||
@ -1,385 +0,0 @@
|
||||
// dear imgui: standalone example application for Android + OpenGL ES 3
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_android.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <android/log.h>
|
||||
#include <android_native_app_glue.h>
|
||||
#include <android/asset_manager.h>
|
||||
#include <EGL/egl.h>
|
||||
#include <GLES3/gl3.h>
|
||||
#include <string>
|
||||
|
||||
// Data
|
||||
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
|
||||
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
|
||||
static EGLContext g_EglContext = EGL_NO_CONTEXT;
|
||||
static struct android_app* g_App = nullptr;
|
||||
static bool g_Initialized = false;
|
||||
static char g_LogTag[] = "ImGuiExample";
|
||||
static std::string g_IniFilename = "";
|
||||
|
||||
// Forward declarations of helper functions
|
||||
static void Init(struct android_app* app);
|
||||
static void Shutdown();
|
||||
static void MainLoopStep();
|
||||
static int ShowSoftKeyboardInput();
|
||||
static int PollUnicodeChars();
|
||||
static int GetAssetData(const char* filename, void** out_data);
|
||||
|
||||
// Main code
|
||||
static void handleAppCmd(struct android_app* app, int32_t appCmd)
|
||||
{
|
||||
switch (appCmd)
|
||||
{
|
||||
case APP_CMD_SAVE_STATE:
|
||||
break;
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
Init(app);
|
||||
break;
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
Shutdown();
|
||||
break;
|
||||
case APP_CMD_GAINED_FOCUS:
|
||||
case APP_CMD_LOST_FOCUS:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
|
||||
{
|
||||
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
|
||||
}
|
||||
|
||||
void android_main(struct android_app* app)
|
||||
{
|
||||
app->onAppCmd = handleAppCmd;
|
||||
app->onInputEvent = handleInputEvent;
|
||||
|
||||
while (true)
|
||||
{
|
||||
int out_events;
|
||||
struct android_poll_source* out_data;
|
||||
|
||||
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
|
||||
while (ALooper_pollOnce(g_Initialized ? 0 : -1, nullptr, &out_events, (void**)&out_data) >= 0)
|
||||
{
|
||||
// Process one event
|
||||
if (out_data != nullptr)
|
||||
out_data->process(app, out_data);
|
||||
|
||||
// Exit the app by returning from within the infinite loop
|
||||
if (app->destroyRequested != 0)
|
||||
{
|
||||
// shutdown() should have been called already while processing the
|
||||
// app command APP_CMD_TERM_WINDOW. But we play save here
|
||||
if (!g_Initialized)
|
||||
Shutdown();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Initiate a new frame
|
||||
MainLoopStep();
|
||||
}
|
||||
}
|
||||
|
||||
void Init(struct android_app* app)
|
||||
{
|
||||
if (g_Initialized)
|
||||
return;
|
||||
|
||||
g_App = app;
|
||||
ANativeWindow_acquire(g_App->window);
|
||||
|
||||
// Initialize EGL
|
||||
// This is mostly boilerplate code for EGL...
|
||||
{
|
||||
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
|
||||
|
||||
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
|
||||
|
||||
const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
|
||||
EGLint num_configs = 0;
|
||||
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
|
||||
if (num_configs == 0)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
|
||||
|
||||
// Get the first matching config
|
||||
EGLConfig egl_config;
|
||||
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
|
||||
EGLint egl_format;
|
||||
eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
|
||||
ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
|
||||
|
||||
const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
|
||||
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
|
||||
|
||||
if (g_EglContext == EGL_NO_CONTEXT)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
|
||||
|
||||
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, nullptr);
|
||||
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Redirect loading/saving of .ini file to our location.
|
||||
// Make sure 'g_IniFilename' persists while we use Dear ImGui.
|
||||
g_IniFilename = std::string(app->activity->internalDataPath) + "/imgui.ini";
|
||||
io.IniFilename = g_IniFilename.c_str();;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplAndroid_Init(g_App->window);
|
||||
ImGui_ImplOpenGL3_Init("#version 300 es");
|
||||
|
||||
// Setup scaling
|
||||
float main_scale = 2.0f;
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale.
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
|
||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transferred by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||
//void* font_data;
|
||||
//int font_data_size;
|
||||
//ImFont* font;
|
||||
//font_data_size = GetAssetData("segoeui.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size);
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
g_Initialized = true;
|
||||
}
|
||||
|
||||
void MainLoopStep()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||
return;
|
||||
|
||||
// Our state
|
||||
// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Poll Unicode characters via JNI
|
||||
// FIXME: do not call this every frame because of JNI overhead
|
||||
PollUnicodeChars();
|
||||
|
||||
// Open on-screen (soft) input if requested by Dear ImGui
|
||||
static bool WantTextInputLast = false;
|
||||
if (io.WantTextInput && !WantTextInputLast)
|
||||
ShowSoftKeyboardInput();
|
||||
WantTextInputLast = io.WantTextInput;
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplAndroid_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
eglSwapBuffers(g_EglDisplay, g_EglSurface);
|
||||
}
|
||||
|
||||
void Shutdown()
|
||||
{
|
||||
if (!g_Initialized)
|
||||
return;
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplAndroid_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
if (g_EglDisplay != EGL_NO_DISPLAY)
|
||||
{
|
||||
eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
|
||||
if (g_EglContext != EGL_NO_CONTEXT)
|
||||
eglDestroyContext(g_EglDisplay, g_EglContext);
|
||||
|
||||
if (g_EglSurface != EGL_NO_SURFACE)
|
||||
eglDestroySurface(g_EglDisplay, g_EglSurface);
|
||||
|
||||
eglTerminate(g_EglDisplay);
|
||||
}
|
||||
|
||||
g_EglDisplay = EGL_NO_DISPLAY;
|
||||
g_EglContext = EGL_NO_CONTEXT;
|
||||
g_EglSurface = EGL_NO_SURFACE;
|
||||
ANativeWindow_release(g_App->window);
|
||||
|
||||
g_Initialized = false;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
// Unfortunately, there is no way to show the on-screen input from native code.
|
||||
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
|
||||
static int ShowSoftKeyboardInput()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = nullptr;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == nullptr)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
|
||||
if (method_id == nullptr)
|
||||
return -4;
|
||||
|
||||
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
|
||||
|
||||
jni_return = java_vm->DetachCurrentThread();
|
||||
if (jni_return != JNI_OK)
|
||||
return -5;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
|
||||
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
|
||||
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
|
||||
static int PollUnicodeChars()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = nullptr;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, nullptr);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == nullptr)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
|
||||
if (method_id == nullptr)
|
||||
return -4;
|
||||
|
||||
// Send the actual characters to Dear ImGui
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
jint unicode_character;
|
||||
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
|
||||
io.AddInputCharacter(unicode_character);
|
||||
|
||||
jni_return = java_vm->DetachCurrentThread();
|
||||
if (jni_return != JNI_OK)
|
||||
return -5;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
|
||||
static int GetAssetData(const char* filename, void** outData)
|
||||
{
|
||||
int num_bytes = 0;
|
||||
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
|
||||
if (asset_descriptor)
|
||||
{
|
||||
num_bytes = AAsset_getLength(asset_descriptor);
|
||||
*outData = IM_ALLOC(num_bytes);
|
||||
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
|
||||
AAsset_close(asset_descriptor);
|
||||
IM_ASSERT(num_bytes_read == num_bytes);
|
||||
}
|
||||
return num_bytes;
|
||||
}
|
||||
@ -1,21 +0,0 @@
|
||||
# Makefile for example_apple_metal, for macOS only (**not iOS**)
|
||||
CXX = clang++
|
||||
EXE = example_apple_metal
|
||||
IMGUI_DIR = ../../
|
||||
SOURCES = main.mm
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_metal.mm
|
||||
|
||||
CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
FRAMEWORKS = -framework AppKit -framework Metal -framework MetalKit -framework QuartzCore -framework GameController
|
||||
|
||||
all: $(EXE)
|
||||
|
||||
$(EXE): $(SOURCES)
|
||||
$(CXX) $(CXXFLAGS) $^ $(FRAMEWORKS) -o $@
|
||||
|
||||
run: all
|
||||
./$(EXE)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) *.o
|
||||
@ -1,10 +0,0 @@
|
||||
# iOS / OSX Metal example
|
||||
|
||||
## Introduction
|
||||
|
||||
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
|
||||
Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one.
|
||||
|
||||
|
||||
|
||||
@ -1,522 +0,0 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 54;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
05318E0F274C397200A8DE2E /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05318E0E274C397200A8DE2E /* GameController.framework */; };
|
||||
07A82ED82139413D0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
07A82ED92139418F0078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82ED72139413C0078D120 /* imgui_widgets.cpp */; };
|
||||
5079822E257677DB0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822D257677DB0038A28D /* imgui_tables.cpp */; };
|
||||
8309BD8F253CCAAA0045E2A1 /* UIKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8309BD8E253CCAAA0045E2A1 /* UIKit.framework */; };
|
||||
8309BDA5253CCC070045E2A1 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDA0253CCBC10045E2A1 /* main.mm */; };
|
||||
8309BDA8253CCC080045E2A1 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDA0253CCBC10045E2A1 /* main.mm */; };
|
||||
8309BDBB253CCCAD0045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
|
||||
8309BDBE253CCCB60045E2A1 /* imgui_impl_metal.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB5253CCC9D0045E2A1 /* imgui_impl_metal.mm */; };
|
||||
8309BDBF253CCCB60045E2A1 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 8309BDB6253CCC9D0045E2A1 /* imgui_impl_osx.mm */; };
|
||||
8309BDC6253CCCFE0045E2A1 /* AppKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 8309BDC5253CCCFE0045E2A1 /* AppKit.framework */; };
|
||||
8309BDFC253CDAB30045E2A1 /* LaunchScreen.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDF7253CDAAE0045E2A1 /* LaunchScreen.storyboard */; };
|
||||
8309BE04253CDAB60045E2A1 /* MainMenu.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 8309BDFA253CDAAE0045E2A1 /* MainMenu.storyboard */; };
|
||||
83BBE9E520EB46B900295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E420EB46B900295997 /* Metal.framework */; };
|
||||
83BBE9E720EB46BD00295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9E620EB46BD00295997 /* MetalKit.framework */; };
|
||||
83BBE9EC20EB471700295997 /* MetalKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EA20EB471700295997 /* MetalKit.framework */; };
|
||||
83BBE9ED20EB471700295997 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 83BBE9EB20EB471700295997 /* Metal.framework */; };
|
||||
83BBEA0520EB54E700295997 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0120EB54E700295997 /* imgui_draw.cpp */; };
|
||||
83BBEA0620EB54E700295997 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0120EB54E700295997 /* imgui_draw.cpp */; };
|
||||
83BBEA0720EB54E700295997 /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0220EB54E700295997 /* imgui_demo.cpp */; };
|
||||
83BBEA0820EB54E700295997 /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 83BBEA0220EB54E700295997 /* imgui_demo.cpp */; };
|
||||
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||||
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@ -1,49 +0,0 @@
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||||
<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>$(DEVELOPMENT_LANGUAGE)</string>
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<key>CFBundleExecutable</key>
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<string>$(EXECUTABLE_NAME)</string>
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<key>CFBundleIdentifier</key>
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<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>imgui</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>UIRequiredDeviceCapabilities</key>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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@ -1,27 +0,0 @@
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@ -1,30 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>$(DEVELOPMENT_LANGUAGE)</string>
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<key>CFBundleExecutable</key>
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<string>$(EXECUTABLE_NAME)</string>
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<key>CFBundleIconFile</key>
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<string></string>
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<key>CFBundleIdentifier</key>
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<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>1</string>
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<key>LSMinimumSystemVersion</key>
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<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
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<key>NSMainStoryboardFile</key>
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<string>MainMenu</string>
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<key>NSPrincipalClass</key>
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<string>NSApplication</string>
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</dict>
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</plist>
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@ -1,93 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="17156" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES">
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<menuItem title="ImGui" id="1Xt-HY-uBw">
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<action selector="hideOtherApplications:" target="Ady-hI-5gd" id="VT4-aY-XCT"/>
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<menuItem title="Show All" id="Kd2-mp-pUS">
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<menuItem title="Enter Full Screen" keyEquivalent="f" id="4J7-dP-txa">
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<menu key="submenu" title="Window" systemMenu="window" id="Td7-aD-5lo">
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<menuItem title="Minimize" keyEquivalent="m" id="OY7-WF-poV">
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<action selector="performMiniaturize:" target="Ady-hI-5gd" id="VwT-WD-YPe"/>
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<menuItem title="Zoom" id="R4o-n2-Eq4">
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<connections>
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<outlet property="delegate" destination="Voe-Tx-rLC" id="PrD-fu-P6m"/>
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<customObject id="Voe-Tx-rLC" customClass="AppDelegate"/>
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<customObject id="YLy-65-1bz" customClass="NSFontManager"/>
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</objects>
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<point key="canvasLocation" x="-362" y="-38"/>
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</scene>
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</scenes>
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</document>
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||||
@ -1,350 +0,0 @@
|
||||
// Dear ImGui: standalone example application for OSX + Metal.
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Foundation/Foundation.h>
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
#import <UIKit/UIKit.h>
|
||||
#endif
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <MetalKit/MetalKit.h>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
#if TARGET_OS_OSX
|
||||
#include "imgui_impl_osx.h"
|
||||
@interface AppViewController : NSViewController<NSWindowDelegate>
|
||||
@end
|
||||
#else
|
||||
@interface AppViewController : UIViewController
|
||||
@end
|
||||
#endif
|
||||
|
||||
@interface AppViewController () <MTKViewDelegate>
|
||||
@property (nonatomic, readonly) MTKView *mtkView;
|
||||
@property (nonatomic, strong) id <MTLDevice> device;
|
||||
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppViewController
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@implementation AppViewController
|
||||
|
||||
-(instancetype)initWithNibName:(nullable NSString *)nibNameOrNil bundle:(nullable NSBundle *)nibBundleOrNil
|
||||
{
|
||||
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
|
||||
|
||||
_device = MTLCreateSystemDefaultDevice();
|
||||
_commandQueue = [_device newCommandQueue];
|
||||
|
||||
if (!self.device)
|
||||
{
|
||||
NSLog(@"Metal is not supported");
|
||||
abort();
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Renderer backend
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
-(MTKView *)mtkView
|
||||
{
|
||||
return (MTKView *)self.view;
|
||||
}
|
||||
|
||||
-(void)loadView
|
||||
{
|
||||
self.view = [[MTKView alloc] initWithFrame:CGRectMake(0, 0, 1200, 800)];
|
||||
}
|
||||
|
||||
-(void)viewDidLoad
|
||||
{
|
||||
[super viewDidLoad];
|
||||
|
||||
self.mtkView.device = self.device;
|
||||
self.mtkView.delegate = self;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_Init(self.view);
|
||||
[NSApp activateIgnoringOtherApps:YES];
|
||||
#endif
|
||||
}
|
||||
|
||||
-(void)drawInMTKView:(MTKView*)view
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.DisplaySize.x = view.bounds.size.width;
|
||||
io.DisplaySize.y = view.bounds.size.height;
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
|
||||
#else
|
||||
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
|
||||
#endif
|
||||
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor == nil)
|
||||
{
|
||||
[commandBuffer commit];
|
||||
return;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
#if TARGET_OS_OSX
|
||||
ImGui_ImplOSX_NewFrame(view);
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"Dear ImGui rendering"];
|
||||
ImGui_ImplMetal_RenderDrawData(draw_data, commandBuffer, renderEncoder);
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
// Present
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
-(void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Input processing
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
- (void)viewWillAppear
|
||||
{
|
||||
[super viewWillAppear];
|
||||
self.view.window.delegate = self;
|
||||
}
|
||||
|
||||
- (void)windowWillClose:(NSNotification *)notification
|
||||
{
|
||||
ImGui_ImplMetal_Shutdown();
|
||||
ImGui_ImplOSX_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
|
||||
// as if it were a depressed left mouse button, and we don't bother handling
|
||||
// multitouch correctly at all. This causes the "cursor" to behave very erratically
|
||||
// when there are multiple active touches. But for demo purposes, single-touch
|
||||
// interaction actually works surprisingly well.
|
||||
-(void)updateIOWithTouchEvent:(UIEvent *)event
|
||||
{
|
||||
UITouch *anyTouch = event.allTouches.anyObject;
|
||||
CGPoint touchLocation = [anyTouch locationInView:self.view];
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen);
|
||||
io.AddMousePosEvent(touchLocation.x, touchLocation.y);
|
||||
|
||||
BOOL hasActiveTouch = NO;
|
||||
for (UITouch *touch in event.allTouches)
|
||||
{
|
||||
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled)
|
||||
{
|
||||
hasActiveTouch = YES;
|
||||
break;
|
||||
}
|
||||
}
|
||||
io.AddMouseButtonEvent(0, hasActiveTouch);
|
||||
}
|
||||
|
||||
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
-(void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self updateIOWithTouchEvent:event]; }
|
||||
|
||||
#endif
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, strong) NSWindow *window;
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
-(instancetype)init
|
||||
{
|
||||
if (self = [super init])
|
||||
{
|
||||
NSViewController *rootViewController = [[AppViewController alloc] initWithNibName:nil bundle:nil];
|
||||
self.window = [[NSWindow alloc] initWithContentRect:NSZeroRect
|
||||
styleMask:NSWindowStyleMaskTitled | NSWindowStyleMaskClosable | NSWindowStyleMaskResizable | NSWindowStyleMaskMiniaturizable
|
||||
backing:NSBackingStoreBuffered
|
||||
defer:NO];
|
||||
self.window.contentViewController = rootViewController;
|
||||
[self.window center];
|
||||
[self.window makeKeyAndOrderFront:self];
|
||||
}
|
||||
return self;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#else
|
||||
|
||||
@interface AppDelegate : UIResponder <UIApplicationDelegate>
|
||||
@property (strong, nonatomic) UIWindow *window;
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
|
||||
-(BOOL)application:(UIApplication *)application
|
||||
didFinishLaunchingWithOptions:(NSDictionary<UIApplicationLaunchOptionsKey,id> *)launchOptions
|
||||
{
|
||||
UIViewController *rootViewController = [[AppViewController alloc] init];
|
||||
self.window = [[UIWindow alloc] initWithFrame:UIScreen.mainScreen.bounds];
|
||||
self.window.rootViewController = rootViewController;
|
||||
[self.window makeKeyAndVisible];
|
||||
return YES;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
#if TARGET_OS_OSX
|
||||
|
||||
int main(int, const char**)
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
[NSApplication sharedApplication];
|
||||
[NSApp setActivationPolicy:NSApplicationActivationPolicyRegular];
|
||||
|
||||
AppDelegate *appDelegate = [[AppDelegate alloc] init]; // creates window
|
||||
[NSApp setDelegate:appDelegate];
|
||||
|
||||
[NSApp activateIgnoringOtherApps:YES];
|
||||
[NSApp run];
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
int main(int argc, char * argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@ -1,21 +0,0 @@
|
||||
# Makefile for example_apple_metal, for macOS only (**not iOS**)
|
||||
CXX = clang++
|
||||
EXE = example_apple_opengl2
|
||||
IMGUI_DIR = ../../
|
||||
SOURCES = main.mm
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_osx.mm $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
|
||||
CXXFLAGS = -std=c++11 -ObjC++ -fobjc-arc -Wall -Wextra -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
FRAMEWORKS = -framework Cocoa -framework OpenGL -framework GameController
|
||||
|
||||
all: $(EXE)
|
||||
|
||||
$(EXE): $(SOURCES)
|
||||
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(EXE) $(FRAMEWORKS)
|
||||
|
||||
run: all
|
||||
./$(EXE)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) *.o
|
||||
@ -1,332 +0,0 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 48;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
05E31B59274EF0700083FCB6 /* GameController.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 05E31B57274EF0360083FCB6 /* GameController.framework */; };
|
||||
07A82EDB213941D00078D120 /* imgui_widgets.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 07A82EDA213941D00078D120 /* imgui_widgets.cpp */; };
|
||||
4080A99820B02D340036BA46 /* main.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A98A20B02CD90036BA46 /* main.mm */; };
|
||||
4080A9A220B034280036BA46 /* imgui_impl_opengl2.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */; };
|
||||
4080A9AD20B0343C0036BA46 /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A9A620B0343C0036BA46 /* imgui_demo.cpp */; };
|
||||
4080A9AE20B0343C0036BA46 /* imgui.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A9A720B0343C0036BA46 /* imgui.cpp */; };
|
||||
4080A9AF20B0343C0036BA46 /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */; };
|
||||
4080A9B020B0347A0036BA46 /* imgui_impl_osx.mm in Sources */ = {isa = PBXBuildFile; fileRef = 4080A99F20B034280036BA46 /* imgui_impl_osx.mm */; };
|
||||
4080A9B320B034E40036BA46 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 4080A9B220B034E40036BA46 /* Cocoa.framework */; };
|
||||
4080A9B520B034EA0036BA46 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 4080A9B420B034EA0036BA46 /* OpenGL.framework */; };
|
||||
50798230257677FD0038A28D /* imgui_tables.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5079822F257677FC0038A28D /* imgui_tables.cpp */; };
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXCopyFilesBuildPhase section */
|
||||
4080A96920B029B00036BA46 /* CopyFiles */ = {
|
||||
isa = PBXCopyFilesBuildPhase;
|
||||
buildActionMask = 2147483647;
|
||||
dstPath = /usr/share/man/man1/;
|
||||
dstSubfolderSpec = 0;
|
||||
files = (
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 1;
|
||||
};
|
||||
/* End PBXCopyFilesBuildPhase section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
05E31B57274EF0360083FCB6 /* GameController.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = GameController.framework; path = System/Library/Frameworks/GameController.framework; sourceTree = SDKROOT; };
|
||||
07A82EDA213941D00078D120 /* imgui_widgets.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_widgets.cpp; path = ../../imgui_widgets.cpp; sourceTree = "<group>"; };
|
||||
4080A96B20B029B00036BA46 /* example_osx_opengl2 */ = {isa = PBXFileReference; explicitFileType = "compiled.mach-o.executable"; includeInIndex = 0; path = example_osx_opengl2; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
4080A98A20B02CD90036BA46 /* main.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; path = main.mm; sourceTree = SOURCE_ROOT; };
|
||||
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_impl_opengl2.cpp; path = ../../backends/imgui_impl_opengl2.cpp; sourceTree = "<group>"; };
|
||||
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../../backends/imgui_impl_osx.mm; sourceTree = "<group>"; };
|
||||
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../../backends/imgui_impl_opengl2.h; sourceTree = "<group>"; };
|
||||
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../../backends/imgui_impl_osx.h; sourceTree = "<group>"; };
|
||||
4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = "<group>"; };
|
||||
4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = "<group>"; };
|
||||
4080A9A820B0343C0036BA46 /* imgui.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui.h; path = ../../imgui.h; sourceTree = "<group>"; };
|
||||
4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = "<group>"; };
|
||||
4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = "<group>"; };
|
||||
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@ -1,258 +0,0 @@
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||||
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
#import <OpenGL/glu.h>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppView
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface AppView : NSOpenGLView
|
||||
{
|
||||
NSTimer* animationTimer;
|
||||
}
|
||||
@end
|
||||
|
||||
@implementation AppView
|
||||
|
||||
-(void)prepareOpenGL
|
||||
{
|
||||
[super prepareOpenGL];
|
||||
|
||||
#ifndef DEBUG
|
||||
GLint swapInterval = 1;
|
||||
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
|
||||
if (swapInterval == 0)
|
||||
NSLog(@"Error: Cannot set swap interval.");
|
||||
#endif
|
||||
}
|
||||
|
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-(void)initialize
|
||||
{
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
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// Setup Platform/Renderer backends
|
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ImGui_ImplOSX_Init(self);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
}
|
||||
|
||||
-(void)updateAndDrawDemoView
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
|
||||
[[self openGLContext] makeCurrentContext];
|
||||
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
|
||||
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
|
||||
glViewport(0, 0, width, height);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
|
||||
|
||||
// Present
|
||||
[[self openGLContext] flushBuffer];
|
||||
|
||||
if (!animationTimer)
|
||||
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
|
||||
}
|
||||
|
||||
-(void)reshape { [super reshape]; [[self openGLContext] update]; [self updateAndDrawDemoView]; }
|
||||
-(void)drawRect:(NSRect)bounds { [self updateAndDrawDemoView]; }
|
||||
-(void)animationTimerFired:(NSTimer*)timer { [self setNeedsDisplay:YES]; }
|
||||
-(void)dealloc { animationTimer = nil; }
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// AppDelegate
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
@interface AppDelegate : NSObject <NSApplicationDelegate>
|
||||
@property (nonatomic, readonly) NSWindow* window;
|
||||
@end
|
||||
|
||||
@implementation AppDelegate
|
||||
@synthesize window = _window;
|
||||
|
||||
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
|
||||
{
|
||||
return YES;
|
||||
}
|
||||
|
||||
-(NSWindow*)window
|
||||
{
|
||||
if (_window != nil)
|
||||
return _window;
|
||||
|
||||
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 800.0);
|
||||
|
||||
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
|
||||
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||
[_window setAcceptsMouseMovedEvents:YES];
|
||||
[_window setOpaque:YES];
|
||||
[_window makeKeyAndOrderFront:NSApp];
|
||||
|
||||
return _window;
|
||||
}
|
||||
|
||||
-(void)setupMenu
|
||||
{
|
||||
NSMenu* mainMenuBar = [[NSMenu alloc] init];
|
||||
NSMenu* appMenu;
|
||||
NSMenuItem* menuItem;
|
||||
|
||||
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
|
||||
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
|
||||
|
||||
menuItem = [[NSMenuItem alloc] init];
|
||||
[menuItem setSubmenu:appMenu];
|
||||
|
||||
[mainMenuBar addItem:menuItem];
|
||||
|
||||
appMenu = nil;
|
||||
[NSApp setMainMenu:mainMenuBar];
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
_window = nil;
|
||||
}
|
||||
|
||||
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
|
||||
{
|
||||
// Make the application a foreground application (else it won't receive keyboard events)
|
||||
ProcessSerialNumber psn = {0, kCurrentProcess};
|
||||
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
|
||||
|
||||
// Menu
|
||||
[self setupMenu];
|
||||
|
||||
NSOpenGLPixelFormatAttribute attrs[] =
|
||||
{
|
||||
NSOpenGLPFADoubleBuffer,
|
||||
NSOpenGLPFADepthSize, 32,
|
||||
0
|
||||
};
|
||||
|
||||
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
|
||||
AppView* view = [[AppView alloc] initWithFrame:self.window.frame pixelFormat:format];
|
||||
format = nil;
|
||||
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
|
||||
[view setWantsBestResolutionOpenGLSurface:YES];
|
||||
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
|
||||
[self.window setContentView:view];
|
||||
|
||||
if ([view openGLContext] == nil)
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
[view initialize];
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
//-----------------------------------------------------------------------------------
|
||||
// Application main() function
|
||||
//-----------------------------------------------------------------------------------
|
||||
|
||||
int main(int argc, const char* argv[])
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
NSApp = [NSApplication sharedApplication];
|
||||
AppDelegate* delegate = [[AppDelegate alloc] init];
|
||||
[[NSApplication sharedApplication] setDelegate:delegate];
|
||||
[NSApp run];
|
||||
}
|
||||
return NSApplicationMain(argc, argv);
|
||||
}
|
||||
@ -1,46 +0,0 @@
|
||||
#
|
||||
# You will need GLFW (http://www.glfw.org):
|
||||
# brew install glfw
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_metal
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.mm
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,184 +0,0 @@
|
||||
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
#include <stdio.h>
|
||||
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <GLFW/glfw3native.h>
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <QuartzCore/QuartzCore.h>
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Create window with graphics context
|
||||
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Metal example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
id <MTLDevice> device = MTLCreateSystemDefaultDevice();
|
||||
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplMetal_Init(device);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
NSWindow *nswin = glfwGetCocoaWindow(window);
|
||||
CAMetalLayer *layer = [CAMetalLayer layer];
|
||||
layer.device = device;
|
||||
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||||
nswin.contentView.layer = layer;
|
||||
nswin.contentView.wantsLayer = YES;
|
||||
|
||||
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
layer.drawableSize = CGSizeMake(width, height);
|
||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:drawable];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplMetal_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,82 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need GLFW (http://www.glfw.org):
|
||||
# Linux:
|
||||
# apt-get install libglfw-dev
|
||||
# Mac OS X:
|
||||
# brew install glfw
|
||||
# MSYS2:
|
||||
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_opengl2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_glfw_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,186 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,64 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,179 +0,0 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_glfw_opengl2/ folder**
|
||||
// See imgui_impl_glfw.cpp for details.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#ifdef __APPLE__
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#endif
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Create window with graphics context
|
||||
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
|
||||
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL2 example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
|
||||
{
|
||||
ImGui_ImplGlfw_Sleep(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
int display_w, display_h;
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below.
|
||||
//GLint last_program;
|
||||
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
//glUseProgram(0);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
//glUseProgram(last_program);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,89 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need GLFW (http://www.glfw.org):
|
||||
# Linux:
|
||||
# apt-get install libglfw-dev
|
||||
# Mac OS X:
|
||||
# brew install glfw
|
||||
# MSYS2:
|
||||
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_opengl3
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL ES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
|
||||
# LINUX_GL_LIBS = -lGLESv2
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
|
||||
#LIBS += -lglfw3
|
||||
LIBS += -lglfw
|
||||
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,95 +0,0 @@
|
||||
#
|
||||
# Makefile to use with GLFW+emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of ('-s USE_GLFW=3' in LDFLAGS) to get a better support for High DPI displays.
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Build as single file (binary text encoded in .html file)
|
||||
#LDFLAGS += -sSINGLE_FILE
|
||||
|
||||
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -rf $(OBJS) $(WEB_DIR)
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_glfw_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,187 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,67 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,216 +0,0 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#endif
|
||||
#include <GLFW/glfw3.h> // Will drag system OpenGL headers
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||
const char* glsl_version = "#version 100";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||
const char* glsl_version = "#version 300 es";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
||||
#elif defined(__APPLE__)
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
|
||||
#else
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
|
||||
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
|
||||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
|
||||
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOpenGL(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
|
||||
#endif
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!glfwWindowShouldClose(window))
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
|
||||
{
|
||||
ImGui_ImplGlfw_Sleep(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
int display_w, display_h;
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,47 +0,0 @@
|
||||
# Example usage:
|
||||
# mkdir build
|
||||
# cd build
|
||||
# cmake -g "Visual Studio 14 2015" ..
|
||||
|
||||
cmake_minimum_required(VERSION 2.8)
|
||||
project(imgui_example_glfw_vulkan C CXX)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 11)
|
||||
set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
|
||||
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
|
||||
|
||||
# GLFW
|
||||
if(NOT GLFW_DIR)
|
||||
set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
|
||||
endif()
|
||||
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
|
||||
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
|
||||
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
|
||||
option(GLFW_INSTALL "Generate installation target" OFF)
|
||||
option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
|
||||
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
|
||||
include_directories(${GLFW_DIR}/include)
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..)
|
||||
|
||||
# Libraries
|
||||
find_package(Vulkan REQUIRED)
|
||||
#find_library(VULKAN_LIBRARY
|
||||
#NAMES vulkan vulkan-1)
|
||||
#set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
|
||||
set(LIBRARIES "glfw;Vulkan::Vulkan")
|
||||
|
||||
# Use vulkan headers from glfw:
|
||||
include_directories(${GLFW_DIR}/deps)
|
||||
|
||||
file(GLOB sources *.cpp)
|
||||
|
||||
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
|
||||
target_link_libraries(example_glfw_vulkan ${LIBRARIES})
|
||||
|
||||
@ -1,83 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need GLFW (http://www.glfw.org):
|
||||
# Linux:
|
||||
# apt-get install libglfw-dev
|
||||
# Mac OS X:
|
||||
# brew install glfw
|
||||
# MSYS2:
|
||||
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glfw_vulkan
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += $(LINUX_GL_LIBS) `pkg-config --static --libs glfw3 vulkan`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3 vulkan`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += `pkg-config --libs glfw3 vulkan`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib -L/opt/homebrew/lib
|
||||
#LIBS += -lglfw3
|
||||
|
||||
LIBS += `pkg-config --cflags glfw3 vulkan`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include -I/opt/homebrew/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -limm32
|
||||
LIBS += `pkg-config --libs glfw3 vulkan`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags glfw3 vulkan`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_glfw_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_glfw_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
|
||||
@set OUT_DIR=Release
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
||||
@ -1,190 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
|
||||
<RootNamespace>example_glfw_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,64 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glfw.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glfw.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,542 +0,0 @@
|
||||
// Dear ImGui: standalone example application for Glfw + Vulkan
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering backend in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
#include <stdio.h> // printf, fprintf
|
||||
#include <stdlib.h> // abort
|
||||
#define GLFW_INCLUDE_NONE
|
||||
#define GLFW_INCLUDE_VULKAN
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <volk.h>
|
||||
#endif
|
||||
|
||||
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
|
||||
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
|
||||
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
|
||||
#pragma comment(lib, "legacy_stdio_definitions")
|
||||
#endif
|
||||
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static VkAllocationCallbacks* g_Allocator = nullptr;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (err == VK_SUCCESS)
|
||||
return;
|
||||
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
|
||||
if (err < 0)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
for (const VkExtensionProperties& p : properties)
|
||||
if (strcmp(p.extensionName, extension) == 0)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkInitialize();
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
|
||||
// Enumerate available extensions
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// Enable required extensions
|
||||
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
|
||||
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
|
||||
{
|
||||
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
|
||||
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
instance_extensions.push_back("VK_EXT_debug_report");
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkLoadInstance(g_Instance);
|
||||
#endif
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Select Physical Device (GPU)
|
||||
g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
|
||||
IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
|
||||
|
||||
// Select graphics queue family
|
||||
g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
|
||||
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
{
|
||||
ImVector<const char*> device_extensions;
|
||||
device_extensions.push_back("VK_KHR_swapchain");
|
||||
|
||||
// Enumerate physical device extension
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
|
||||
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
|
||||
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
|
||||
#endif
|
||||
|
||||
const float queue_priority[] = { 1.0f };
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queue_info[0].queueFamilyIndex = g_QueueFamily;
|
||||
queue_info[0].queueCount = 1;
|
||||
queue_info[0].pQueuePriorities = queue_priority;
|
||||
VkDeviceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
|
||||
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
|
||||
create_info.pQueueCreateInfos = queue_info;
|
||||
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = device_extensions.Data;
|
||||
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 0;
|
||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||
pool_info.maxSets += pool_size.descriptorCount;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->Surface = surface;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
{
|
||||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
g_SwapChainRebuild = true;
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
return;
|
||||
if (err != VK_SUBOPTIMAL_KHR)
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record dear imgui primitives into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &render_complete_semaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
if (g_SwapChainRebuild)
|
||||
return;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &render_complete_semaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
g_SwapChainRebuild = true;
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
return;
|
||||
if (err != VK_SUBOPTIMAL_KHR)
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Create window with Vulkan context
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
|
||||
GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
|
||||
if (!glfwVulkanSupported())
|
||||
{
|
||||
printf("GLFW: Vulkan Not Supported\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
ImVector<const char*> extensions;
|
||||
uint32_t extensions_count = 0;
|
||||
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
|
||||
for (uint32_t i = 0; i < extensions_count; i++)
|
||||
extensions.push_back(glfw_extensions[i]);
|
||||
SetupVulkan(extensions);
|
||||
|
||||
// Create Window Surface
|
||||
VkSurfaceKHR surface;
|
||||
VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
|
||||
check_vk_result(err);
|
||||
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
glfwGetFramebufferSize(window, &w, &h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
|
||||
init_info.Instance = g_Instance;
|
||||
init_info.PhysicalDevice = g_PhysicalDevice;
|
||||
init_info.Device = g_Device;
|
||||
init_info.QueueFamily = g_QueueFamily;
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
|
||||
init_info.PipelineInfoMain.Subpass = 0;
|
||||
init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
|
||||
// Resize swap chain?
|
||||
int fb_width, fb_height;
|
||||
glfwGetFramebufferSize(window, &fb_width, &fb_height);
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
|
||||
{
|
||||
ImGui_ImplGlfw_Sleep(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
if (!is_minimized)
|
||||
{
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
FrameRender(wd, draw_data);
|
||||
FramePresent(wd);
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow(&g_MainWindowData);
|
||||
CleanupVulkan();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,223 +0,0 @@
|
||||
# Building for desktop with Dawn:
|
||||
# 1. git clone https://github.com/google/dawn dawn
|
||||
# 2. cmake -B build -DIMGUI_DAWN_DIR=dawn
|
||||
# 3. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
|
||||
|
||||
# Building for desktop with WGPU-Native:
|
||||
# 1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
|
||||
# 2. unzip the downloaded file in your_preferred_folder
|
||||
# 3. cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder ("full path" or "relative" starting from current directory)
|
||||
# 4. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
|
||||
|
||||
# Building for desktop with WGVK (MUCH EASIER)
|
||||
# 1. git clone https://github.com/manuel5975p/WGVK dawn
|
||||
# 2. cmake -B build -DIMGUI_WGVK_DIR=wgvk
|
||||
# 3. cmake --build build
|
||||
# The resulting binary will be found at one of the following locations:
|
||||
# * build/example_glfw_wgpu[.exe] or build/Debug/example_glfw_wgpu[.exe]
|
||||
|
||||
# Building for Emscripten:
|
||||
# 1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
||||
# 2. Install Ninja build system
|
||||
# 3. emcmake cmake -G Ninja -B build
|
||||
# (optional) -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py", see ReadMe.md
|
||||
# 3. cmake --build build
|
||||
# 4. emrun build/index.html
|
||||
|
||||
cmake_minimum_required(VERSION 3.22) # Dawn requires CMake >= 3.22
|
||||
project(imgui_example_glfw_wgpu C CXX)
|
||||
|
||||
set(IMGUI_EXECUTABLE example_glfw_wgpu)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17) # Dawn requires C++17
|
||||
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
|
||||
set(IMGUI_EXAMPLE_SOURCE_FILES
|
||||
# Example code
|
||||
main.cpp
|
||||
# Dear ImGui Backend files
|
||||
${IMGUI_DIR}/backends/imgui_impl_glfw.cpp
|
||||
${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp
|
||||
# Dear ImGui files
|
||||
${IMGUI_DIR}/imgui.cpp
|
||||
${IMGUI_DIR}/imgui_draw.cpp
|
||||
${IMGUI_DIR}/imgui_demo.cpp
|
||||
${IMGUI_DIR}/imgui_tables.cpp
|
||||
${IMGUI_DIR}/imgui_widgets.cpp
|
||||
)
|
||||
|
||||
if(EMSCRIPTEN)
|
||||
if(EMSCRIPTEN_VERSION VERSION_GREATER_EQUAL "4.0.10")
|
||||
set(IMGUI_EMSCRIPTEN_WEBGPU_FLAG "--use-port=emdawnwebgpu" CACHE STRING "Default to --use-port=emdawnwebgpu. You can override to provide your own local port.")
|
||||
else()
|
||||
message(FATAL_ERROR "emdawnwebgpu needs EMSCRIPTEN version >= 4.0.10")
|
||||
endif()
|
||||
|
||||
if(NOT IMGUI_EMSCRIPTEN_GLFW3)
|
||||
# Defaults to contrib.glfw3 because Emscripten version is > 3.1.57
|
||||
set(IMGUI_EMSCRIPTEN_GLFW3 "--use-port=contrib.glfw3" CACHE STRING "Choose between --use-port=contrib.glfw3 and -sUSE_GLFW=3 for GLFW implementation (default to --use-port=contrib.glfw3)")
|
||||
endif()
|
||||
|
||||
set(LIBRARIES glfw)
|
||||
add_compile_options(-sDISABLE_EXCEPTION_CATCHING=1 -DIMGUI_DISABLE_FILE_FUNCTIONS=1)
|
||||
else() # Native/Desktop build
|
||||
|
||||
# Check DAWN/WGPU/WGVK directory
|
||||
# If it's Native/Desktop build, IMGUI_DAWN_DIR or IMGUI_WGPU_DIR or IMGUI_WGVK_DIR must be specified
|
||||
if(NOT IMGUI_DAWN_DIR AND NOT IMGUI_WGPU_DIR AND NOT IMGUI_WGVK_DIR)
|
||||
message(FATAL_ERROR "Please specify one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
|
||||
endif()
|
||||
if((IMGUI_DAWN_DIR AND (IMGUI_WGPU_DIR OR IMGUI_WGVK_DIR)) OR (IMGUI_WGPU_DIR AND IMGUI_WGVK_DIR))
|
||||
message(FATAL_ERROR "Please specify only one of IMGUI_DAWN_DIR/IMGUI_WGPU_DIR/IMGUI_WGVK_DIR base directory.")
|
||||
endif()
|
||||
|
||||
if(APPLE) # Add SDL2 module to get Surface, with libs and file property for MacOS build
|
||||
set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++")
|
||||
set(OS_LIBRARIES "-framework CoreFoundation -framework QuartzCore -framework Metal -framework MetalKit -framework Cocoa")
|
||||
endif()
|
||||
|
||||
find_package(glfw3 REQUIRED)
|
||||
|
||||
if(IMGUI_DAWN_DIR)
|
||||
list(APPEND CMAKE_PREFIX_PATH ${IMGUI_DAWN_DIR})
|
||||
find_package(Dawn) # Search for a Dawn installation using IMGUI_DAWN_DIR in CMAKE_PREFIX_PATH
|
||||
if(Dawn_FOUND)
|
||||
message("Dawn Installation has been found!")
|
||||
set(LIBRARIES dawn::webgpu_dawn glfw ${OS_LIBRARIES})
|
||||
else()
|
||||
set(IMGUI_DAWN_DIR CACHE PATH "Path to Dawn repository")
|
||||
|
||||
option(DAWN_FETCH_DEPENDENCIES "Use fetch_dawn_dependencies.py as an alternative to using depot_tools" ON)
|
||||
set(DAWN_BUILD_MONOLITHIC_LIBRARY "STATIC" CACHE STRING "Build monolithic library: SHARED, STATIC, or OFF.")
|
||||
|
||||
option(DAWN_USE_GLFW OFF) # disable builtin GLFW in DAWN when we use SDL2 / SDL3
|
||||
|
||||
# Dawn builds many things by default - disable things we don't need
|
||||
option(DAWN_BUILD_SAMPLES "Enables building Dawn's samples" OFF)
|
||||
option(TINT_BUILD_CMD_TOOLS "Build the Tint command line tools" OFF)
|
||||
option(TINT_BUILD_DOCS "Build documentation" OFF)
|
||||
option(TINT_BUILD_TESTS "Build tests" OFF)
|
||||
if(NOT APPLE)
|
||||
option(TINT_BUILD_MSL_WRITER "Build the MSL output writer" OFF)
|
||||
endif()
|
||||
if(WIN32)
|
||||
option(DAWN_FORCE_SYSTEM_COMPONENT_LOAD "Allow system component fallback" ON)
|
||||
option(TINT_BUILD_SPV_READER "Build the SPIR-V input reader" OFF)
|
||||
option(TINT_BUILD_WGSL_READER "Build the WGSL input reader" ON)
|
||||
option(TINT_BUILD_GLSL_WRITER "Build the GLSL output writer" OFF)
|
||||
option(TINT_BUILD_GLSL_VALIDATOR "Build the GLSL output validator" OFF)
|
||||
option(TINT_BUILD_SPV_WRITER "Build the SPIR-V output writer" ON)
|
||||
option(TINT_BUILD_WGSL_WRITER "Build the WGSL output writer" ON)
|
||||
endif()
|
||||
# check if WAYLAND is the current Session Type and enable DAWN_USE_WAYLAND Wayland option @compile time
|
||||
# You can override this using: cmake -DDAWN_USE_WAYLAND=X (X = ON | OFF)
|
||||
if(LINUX)
|
||||
if($ENV{XDG_SESSION_TYPE} MATCHES wayland)
|
||||
option(DAWN_USE_WAYLAND "Enable support for Wayland surface" ON)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_subdirectory("${IMGUI_DAWN_DIR}" "${CMAKE_CURRENT_BINARY_DIR}/dawn" EXCLUDE_FROM_ALL)
|
||||
|
||||
set(LIBRARIES webgpu_dawn glfw)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(IMGUI_WGPU_DIR)
|
||||
set(WGPU_NATIVE_LIB_DIR ${IMGUI_WGPU_DIR}/lib)
|
||||
find_library(WGPU_LIBRARY NAMES libwgpu_native.a wgpu_native.lib wgpu_native HINTS ${WGPU_NATIVE_LIB_DIR} REQUIRED)
|
||||
if(WIN32)
|
||||
set(OS_LIBRARIES d3dcompiler ws2_32 userenv bcrypt ntdll opengl32 Propsys RuntimeObject)
|
||||
elseif(UNIX AND NOT APPLE)
|
||||
set(OS_LIBRARIES "-lm -ldl")
|
||||
endif()
|
||||
|
||||
set(LIBRARIES glfw ${WGPU_LIBRARY} ${OS_LIBRARIES})
|
||||
endif()
|
||||
|
||||
if(IMGUI_WGVK_DIR)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
add_executable(${IMGUI_EXECUTABLE} ${IMGUI_EXAMPLE_SOURCE_FILES})
|
||||
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC
|
||||
${IMGUI_DIR}
|
||||
${IMGUI_DIR}/backends
|
||||
)
|
||||
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_EXAMPLE_GLFW_WGPU")
|
||||
|
||||
# compiler option only for IMGUI_EXAMPLE_SOURCE_FILES
|
||||
if (MSVC)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /W4) # warning level 4
|
||||
else()
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC -Wall) # -Wextra -Wpedantic
|
||||
endif()
|
||||
|
||||
# In this example IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU internal define is set according to:
|
||||
# EMSCRIPTEN: by used FLAG
|
||||
# --use-port=emdawnwebgpu --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
||||
# NATIVE: by used SDK installation directory
|
||||
# if IMGUI_DAWN_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_DAWN defined
|
||||
# if IMGUI_WGPU_DIR is valid --> IMGUI_IMPL_WEBGPU_BACKEND_WGPU defined
|
||||
|
||||
if(NOT EMSCRIPTEN) # WegGPU-Native settings
|
||||
# Set IMGUI_IMPL_WEBGPU_BACKEND_XXXX based on the SDK (directory) used
|
||||
if(IMGUI_DAWN_DIR)
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
||||
if(NOT Dawn_FOUND)
|
||||
target_link_libraries(${IMGUI_EXECUTABLE} INTERFACE webgpu_cpp)
|
||||
endif()
|
||||
endif()
|
||||
if(IMGUI_WGPU_DIR)
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGPU")
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGPU_DIR}/include)
|
||||
endif()
|
||||
if(IMGUI_WGVK_DIR)
|
||||
target_sources(${IMGUI_EXECUTABLE} PRIVATE ${IMGUI_WGVK_DIR}/src/wgvk.c)
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_WGVK")
|
||||
target_include_directories(${IMGUI_EXECUTABLE} PUBLIC ${IMGUI_WGVK_DIR}/include)
|
||||
if (MSVC)
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC /std:clatest /experimental:c11atomics)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
target_link_libraries(${IMGUI_EXECUTABLE} PUBLIC ${LIBRARIES})
|
||||
|
||||
else() # Emscripten settings
|
||||
set(CMAKE_EXECUTABLE_SUFFIX ".html")
|
||||
|
||||
if("${IMGUI_EMSCRIPTEN_GLFW3}" STREQUAL "--use-port=contrib.glfw3")
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_GLFW3}")
|
||||
endif()
|
||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_GLFW3} GLFW implementation")
|
||||
|
||||
target_compile_options(${IMGUI_EXECUTABLE} PUBLIC "${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}")
|
||||
target_compile_definitions(${IMGUI_EXECUTABLE} PUBLIC "IMGUI_IMPL_WEBGPU_BACKEND_DAWN")
|
||||
message(STATUS "Using ${IMGUI_EMSCRIPTEN_WEBGPU_FLAG} WebGPU implementation")
|
||||
|
||||
target_link_options(${IMGUI_EXECUTABLE} PRIVATE
|
||||
"${IMGUI_EMSCRIPTEN_WEBGPU_FLAG}"
|
||||
"${IMGUI_EMSCRIPTEN_GLFW3}"
|
||||
"-sWASM=1"
|
||||
"-sASYNCIFY=1"
|
||||
"-sALLOW_MEMORY_GROWTH=1"
|
||||
"-sNO_EXIT_RUNTIME=0"
|
||||
"-sASSERTIONS=1"
|
||||
"-sDISABLE_EXCEPTION_CATCHING=1"
|
||||
"-sNO_FILESYSTEM=1"
|
||||
"--shell-file=${CMAKE_CURRENT_LIST_DIR}/../libs/emscripten/shell_minimal.html"
|
||||
)
|
||||
set_target_properties(${IMGUI_EXECUTABLE} PROPERTIES OUTPUT_NAME "index")
|
||||
endif()
|
||||
@ -1,99 +0,0 @@
|
||||
#
|
||||
# Makefile to use with emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
# Note: For glfw, we use emscripten-glfw port (contrib.glfw3) instead of (-s USE_GLFW=3) to get a better support for High DPI displays.
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
|
||||
LDFLAGS += -s WASM=1
|
||||
LDFLAGS += -s ALLOW_MEMORY_GROWTH=1
|
||||
LDFLAGS += -s ASYNCIFY=1
|
||||
LDFLAGS += -s NO_EXIT_RUNTIME=0
|
||||
LDFLAGS += -s ASSERTIONS=1
|
||||
|
||||
# Using Dawn-based WebGPU port (requires Emscripten >= 4.0.10)
|
||||
EMS += --use-port=emdawnwebgpu
|
||||
LDFLAGS += --use-port=emdawnwebgpu
|
||||
|
||||
# Build as single file (binary text encoded in .html file)
|
||||
#LDFLAGS += -sSINGLE_FILE
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
|
||||
@ -1,163 +0,0 @@
|
||||
## How to Build
|
||||
|
||||
|
||||
---
|
||||
|
||||
### Using CMake
|
||||
#### Building for desktop (WebGPU-native) with Google Dawn:
|
||||
1. `git clone https://github.com/google/dawn dawn`
|
||||
2. `cmake -B build -DIMGUI_DAWN_DIR=dawn`
|
||||
3. `cmake --build build`
|
||||
The resulting binary will be found at one of the following locations:
|
||||
* build/Debug/example_glfw_wgpu[.exe]
|
||||
* build/example_glfw_wgpu[.exe]
|
||||
|
||||
#### Building for desktop (WebGPU-Native) with WGPU:
|
||||
1. download WGPU-Native autogenerated binary modules for your platform/compiler from: https://github.com/gfx-rs/wgpu-native/releases
|
||||
2. unzip the downloaded file in `your_preferred_folder`
|
||||
3. `cmake -B build -DIMGUI_WGPU_DIR=your_preferred_folder` ("full path" or "relative" starting from current directory)
|
||||
4. `cmake --build build`
|
||||
The resulting binary will be found at one of the following locations:
|
||||
* build/Debug/example_glfw_wgpu[.exe]
|
||||
* build/example_glfw_wgpu[.exe]
|
||||
|
||||
#### Building for Emscripten:
|
||||
1. Install Emscripten SDK following the instructions: https://emscripten.org/docs/getting_started/downloads.html
|
||||
2. Install Ninja build system
|
||||
3. `emcmake cmake -G Ninja -B build`
|
||||
- (optional) `-DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py"`, see below
|
||||
4. `cmake --build build`
|
||||
|
||||
#### Sync Emscripten with latest Google Dawn:
|
||||
If you want to sync Emscripten with latest DAWN release it's necessary to download the `port-emdawnwgpu-package` (released daily by Google) here:
|
||||
https://github.com/google/dawn/releases
|
||||
Unpack it in your preferred folder and to replace the step 3 with:
|
||||
|
||||
3. `emcmake cmake -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path/to/emdawnwebgpu_package/emdawnwebgpu.port.py" -G Ninja -B build`
|
||||
|
||||
**N.B.**
|
||||
For the WASM code produced by Emscripten to work correctly, it will also be necessary to have the "corresponding" (or newer) version of Google Canary (nightly build for developers) that includes the latest changes
|
||||
|
||||
|
||||
---
|
||||
|
||||
### CMake by step
|
||||
|
||||
#### Generate Dawn Native:
|
||||
|
||||
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
|
||||
- Using `IMGUI_DAWN_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
||||
|
||||
#### Generate WGPU Native:
|
||||
|
||||
- `cmake -G Ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -B where_to_build_dir`
|
||||
|
||||
- Using `IMGUI_WGPU_DIR` set `IMGUI_IMPL_WEBGPU_BACKEND_WGPU` compiler define
|
||||
|
||||
#### Generate Emscripten:
|
||||
|
||||
- `emcmake cmake -G Ninja -B where_to_build_dir`\
|
||||
CMake checks the EMSCRIPEN version then:
|
||||
- if EMS >= 4.0.10 uses `--use-port=emdawnwebgpu` flag to build
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
||||
- if EMS < 4.0.10 the build aborts (`-sUSE_WEBGPU=1` is no longer supported by our examples and our WGPU backend)
|
||||
|
||||
#### Generate Emscripten using external WebGPU library (emdawnwebgpu_pkg)
|
||||
|
||||
- `emcmake cmake -G Ninja -DIMGUI_EMSCRIPTEN_WEBGPU_FLAG="--use-port=path_to_emdawnwebgpu_pkg" -B where_to_build_dir`
|
||||
- it set `IMGUI_IMPL_WEBGPU_BACKEND_DAWN` compiler define
|
||||
- *To use external WebGPU library it's necessary to have EMS >= 4.0.10 or the minimum requirements specified by the package:*
|
||||
- https://github.com/google/dawn/releases
|
||||
|
||||
#### Build time
|
||||
|
||||
Once the procedure for the specific builder is generated, the build command is **always the same**:
|
||||
|
||||
- Build using CMake
|
||||
- `cmake --build where_to_build_dir`
|
||||
- It will use selected builder to build the example.
|
||||
|
||||
- Build explicitly:
|
||||
- `cd where_to_build_dir`
|
||||
- `ninja`
|
||||
- This is the builder chosen during the generation phase
|
||||
|
||||
---
|
||||
|
||||
### CMake useful options
|
||||
#### Generator types (alternative to **ninja** builder):
|
||||
- `-G Ninja` to build with __ninja__ builder
|
||||
- `-G "Unix Makefiles"` to build with __make__ builder
|
||||
- `-G "Visual Studio 17 2022" -A x64` to create a VS 2022 solution (.sln) file, Windows only
|
||||
- **Native build only**
|
||||
- Not **officially** supported to build Google Dawn
|
||||
|
||||
Example:
|
||||
- using **make** instead **ninja**:
|
||||
- `cmake -G "Unix Makefiles" -DIMGUI_DAWN_DIR=path_to_sdk_dir -B where_to_build_dir`
|
||||
|
||||
**Syntax is case sensitive and the "" are necessary in case of spaces between words*
|
||||
|
||||
#### Directories
|
||||
- The directory path can be absolute or relative (starting from the current directory)
|
||||
- It's necessary to use different `where_to_build_dir` for different CMake generations
|
||||
|
||||
|
||||
#### Build type
|
||||
The default build type is **Debug**
|
||||
It is possible to use a different build type using:
|
||||
- `-DCMAKE_BUILD_TYPE=Release`
|
||||
- `-DCMAKE_BUILD_TYPE=MinSizeRel`
|
||||
- `-DCMAKE_BUILD_TYPE=RelWithDebInfo`
|
||||
|
||||
Example:
|
||||
- building **Release**:
|
||||
- `cmake -G ninja -DIMGUI_WGPU_DIR=path_to_sdk_dir -DCMAKE_BUILD_TYPE=Release -B where_to_build_dir `
|
||||
|
||||
#### GLFW / SDL2 / SDL3 includes, libraries, search paths and package manager
|
||||
|
||||
Includes and libraries, by default, are searched in system/compiler paths (environment variables): you can add the path to your development tools to the environment variables without having to modify the `CMakeLists.txt` file.
|
||||
- e.g. CLang search in path specified from the following environment variables:
|
||||
- include files: CPATH, C_INCLUDE_PATH, CPLUS_INCLUDE_PATH
|
||||
- library files: LIBRARY_PATH
|
||||
|
||||
If you are using a package manager (**vcpkg** / **conan** / ... ) you need/can to specify it, adding to cmake command:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=path/to/package_manager.cmake`
|
||||
|
||||
Examples:
|
||||
|
||||
- using **vcpkg** package manager it's necessary adding:
|
||||
- `-DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake`
|
||||
|
||||
- full cmake command using **vcpkg** package manager:
|
||||
- `cmake -G Ninja -DIMGUI_DAWN_DIR=path_to_sdk_dir -DCMAKE_TOOLCHAIN_FILE=<vcpkg_root_dir>/scripts/buildsystems/vcpkg.cmake -B where_to_build_dir`
|
||||
|
||||
---
|
||||
|
||||
|
||||
### Using makefile
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
|
||||
- Then build using `make -f Makefile.emscripten` while in the `example_glfw_wgpu/` directory.
|
||||
|
||||
- Requires recent Emscripten as WGPU is still a work-in-progress API.
|
||||
|
||||
---
|
||||
|
||||
## How to Run
|
||||
|
||||
To run on a local machine:
|
||||
- Make sure your browse supports WGPU and it is enabled. WGPU is still WIP not enabled by default in most browser.
|
||||
- `make serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver:
|
||||
- Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/example_glfw_wgpu.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
||||
@ -1,559 +0,0 @@
|
||||
// Dear ImGui: standalone example application for GLFW + WebGPU
|
||||
// - Emscripten is supported for publishing on web. See https://emscripten.org.
|
||||
// - Dawn is used as a WebGPU implementation on desktop.
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
#include "imgui_impl_wgpu.h"
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include <emscripten.h>
|
||||
#include <emscripten/html5.h>
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
#include <webgpu/webgpu.h>
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static WGPUInstance wgpu_instance = nullptr;
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUQueue wgpu_queue = nullptr;
|
||||
static WGPUSurfaceConfiguration wgpu_surface_configuration = {};
|
||||
static int wgpu_surface_width = 1280;
|
||||
static int wgpu_surface_height = 800;
|
||||
|
||||
// Forward declarations
|
||||
static bool InitWGPU(GLFWwindow* window);
|
||||
WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window);
|
||||
|
||||
static void glfw_error_callback(int error, const char* description)
|
||||
{
|
||||
printf("GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void ResizeSurface(int width, int height)
|
||||
{
|
||||
wgpu_surface_configuration.width = wgpu_surface_width = width;
|
||||
wgpu_surface_configuration.height = wgpu_surface_height = height;
|
||||
wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
glfwSetErrorCallback(glfw_error_callback);
|
||||
if (!glfwInit())
|
||||
return 1;
|
||||
|
||||
// Make sure GLFW does not initialize any graphics context.
|
||||
// This needs to be done explicitly later.
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
|
||||
// Create window
|
||||
float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only
|
||||
wgpu_surface_width = (int)(wgpu_surface_width * main_scale);
|
||||
wgpu_surface_height = (int)(wgpu_surface_height * main_scale);
|
||||
GLFWwindow* window = glfwCreateWindow(wgpu_surface_width, wgpu_surface_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
|
||||
if (window == nullptr)
|
||||
return 1;
|
||||
|
||||
// Initialize the WebGPU environment
|
||||
if (!InitWGPU(window))
|
||||
{
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
glfwShowWindow(window);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
|
||||
#endif
|
||||
ImGui_ImplWGPU_InitInfo init_info;
|
||||
init_info.Device = wgpu_device;
|
||||
init_info.NumFramesInFlight = 3;
|
||||
init_info.RenderTargetFormat = wgpu_surface_configuration.format;
|
||||
init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
|
||||
ImGui_ImplWGPU_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
#endif
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!glfwWindowShouldClose(window))
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
glfwPollEvents();
|
||||
if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
|
||||
{
|
||||
ImGui_ImplGlfw_Sleep(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// React to changes in screen size
|
||||
int width, height;
|
||||
glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
|
||||
if (width != wgpu_surface_width || height != wgpu_surface_height)
|
||||
ResizeSurface(width, height);
|
||||
|
||||
// Check surface status for error. If texture is not optimal, try to reconfigure the surface.
|
||||
WGPUSurfaceTexture surface_texture;
|
||||
wgpuSurfaceGetCurrentTexture(wgpu_surface, &surface_texture);
|
||||
if (ImGui_ImplWGPU_IsSurfaceStatusError(surface_texture.status))
|
||||
{
|
||||
fprintf(stderr, "Unrecoverable Surface Texture status=%#.8x\n", surface_texture.status);
|
||||
abort();
|
||||
}
|
||||
if (ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(surface_texture.status))
|
||||
{
|
||||
if (surface_texture.texture)
|
||||
wgpuTextureRelease(surface_texture.texture);
|
||||
if (width > 0 && height > 0)
|
||||
ResizeSurface(width, height);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplWGPU_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
WGPUTextureViewDescriptor view_desc = {};
|
||||
view_desc.format = wgpu_surface_configuration.format;
|
||||
view_desc.dimension = WGPUTextureViewDimension_2D ;
|
||||
view_desc.mipLevelCount = WGPU_MIP_LEVEL_COUNT_UNDEFINED;
|
||||
view_desc.arrayLayerCount = WGPU_ARRAY_LAYER_COUNT_UNDEFINED;
|
||||
view_desc.aspect = WGPUTextureAspect_All;
|
||||
|
||||
WGPUTextureView texture_view = wgpuTextureCreateView(surface_texture.texture, &view_desc);
|
||||
|
||||
WGPURenderPassColorAttachment color_attachments = {};
|
||||
color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
|
||||
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
color_attachments.view = texture_view;
|
||||
|
||||
WGPURenderPassDescriptor render_pass_desc = {};
|
||||
render_pass_desc.colorAttachmentCount = 1;
|
||||
render_pass_desc.colorAttachments = &color_attachments;
|
||||
render_pass_desc.depthStencilAttachment = nullptr;
|
||||
|
||||
WGPUCommandEncoderDescriptor enc_desc = {};
|
||||
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
||||
|
||||
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
||||
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
||||
wgpuRenderPassEncoderEnd(pass);
|
||||
|
||||
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
||||
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
||||
wgpuQueueSubmit(wgpu_queue, 1, &cmd_buffer);
|
||||
|
||||
#ifndef __EMSCRIPTEN__
|
||||
wgpuSurfacePresent(wgpu_surface);
|
||||
// Tick needs to be called in Dawn to display validation errors
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
wgpuDeviceTick(wgpu_device);
|
||||
#endif
|
||||
#endif
|
||||
wgpuTextureViewRelease(texture_view);
|
||||
wgpuRenderPassEncoderRelease(pass);
|
||||
wgpuCommandEncoderRelease(encoder);
|
||||
wgpuCommandBufferRelease(cmd_buffer);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplWGPU_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
wgpuSurfaceUnconfigure(wgpu_surface);
|
||||
wgpuSurfaceRelease(wgpu_surface);
|
||||
wgpuQueueRelease(wgpu_queue);
|
||||
wgpuDeviceRelease(wgpu_device);
|
||||
wgpuInstanceRelease(wgpu_instance);
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
static WGPUAdapter RequestAdapter(wgpu::Instance& instance)
|
||||
{
|
||||
wgpu::Adapter acquired_adapter;
|
||||
wgpu::RequestAdapterOptions adapter_options;
|
||||
auto onRequestAdapter = [&](wgpu::RequestAdapterStatus status, wgpu::Adapter adapter, wgpu::StringView message)
|
||||
{
|
||||
if (status != wgpu::RequestAdapterStatus::Success)
|
||||
{
|
||||
printf("Failed to get an adapter: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_adapter = std::move(adapter);
|
||||
};
|
||||
|
||||
// Synchronously (wait until) acquire Adapter
|
||||
wgpu::Future waitAdapterFunc { instance.RequestAdapter(&adapter_options, wgpu::CallbackMode::WaitAnyOnly, onRequestAdapter) };
|
||||
wgpu::WaitStatus waitStatusAdapter = instance.WaitAny(waitAdapterFunc, UINT64_MAX);
|
||||
IM_ASSERT(acquired_adapter != nullptr && waitStatusAdapter == wgpu::WaitStatus::Success && "Error on Adapter request");
|
||||
return acquired_adapter.MoveToCHandle();
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(wgpu::Instance& instance, wgpu::Adapter& adapter)
|
||||
{
|
||||
// Set device callback functions
|
||||
wgpu::DeviceDescriptor device_desc;
|
||||
device_desc.SetDeviceLostCallback(wgpu::CallbackMode::AllowSpontaneous,
|
||||
[](const wgpu::Device&, wgpu::DeviceLostReason type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetDeviceLostReasonName((WGPUDeviceLostReason)type), msg.data); }
|
||||
);
|
||||
device_desc.SetUncapturedErrorCallback(
|
||||
[](const wgpu::Device&, wgpu::ErrorType type, wgpu::StringView msg) { fprintf(stderr, "%s error: %s\n", ImGui_ImplWGPU_GetErrorTypeName((WGPUErrorType)type), msg.data); }
|
||||
);
|
||||
|
||||
wgpu::Device acquired_device;
|
||||
auto onRequestDevice = [&](wgpu::RequestDeviceStatus status, wgpu::Device local_device, wgpu::StringView message)
|
||||
{
|
||||
if (status != wgpu::RequestDeviceStatus::Success)
|
||||
{
|
||||
printf("Failed to get an device: %s\n", message.data);
|
||||
return;
|
||||
}
|
||||
acquired_device = std::move(local_device);
|
||||
};
|
||||
|
||||
// Synchronously (wait until) get Device
|
||||
wgpu::Future waitDeviceFunc { adapter.RequestDevice(&device_desc, wgpu::CallbackMode::WaitAnyOnly, onRequestDevice) };
|
||||
wgpu::WaitStatus waitStatusDevice = instance.WaitAny(waitDeviceFunc, UINT64_MAX);
|
||||
IM_ASSERT(acquired_device != nullptr && waitStatusDevice == wgpu::WaitStatus::Success && "Error on Device request");
|
||||
return acquired_device.MoveToCHandle();
|
||||
}
|
||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||
static void handle_request_adapter(WGPURequestAdapterStatus status, WGPUAdapter adapter, WGPUStringView message, void* userdata1, void* userdata2)
|
||||
{
|
||||
IM_UNUSED(userdata2);
|
||||
if (status == WGPURequestAdapterStatus_Success)
|
||||
{
|
||||
WGPUAdapter* extAdapter = (WGPUAdapter*)userdata1;
|
||||
*extAdapter = adapter;
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Request_adapter status=%#.8x message=%.*s\n", status, (int) message.length, message.data);
|
||||
}
|
||||
}
|
||||
|
||||
static void handle_request_device(WGPURequestDeviceStatus status, WGPUDevice device, WGPUStringView message, void* userdata1, void* userdata2)
|
||||
{
|
||||
IM_UNUSED(userdata2);
|
||||
if (status == WGPURequestDeviceStatus_Success)
|
||||
{
|
||||
WGPUDevice* extDevice = (WGPUDevice*)userdata1;
|
||||
*extDevice = device;
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Request_device status=%#.8x message=%.*s\n", status, (int) message.length, message.data);
|
||||
}
|
||||
}
|
||||
|
||||
static WGPUAdapter RequestAdapter(WGPUInstance& instance)
|
||||
{
|
||||
WGPURequestAdapterOptions adapter_options = {};
|
||||
|
||||
WGPUAdapter local_adapter = nullptr;
|
||||
WGPURequestAdapterCallbackInfo adapterCallbackInfo = {};
|
||||
adapterCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
|
||||
adapterCallbackInfo.callback = handle_request_adapter;
|
||||
adapterCallbackInfo.userdata1 = &local_adapter;
|
||||
|
||||
WGPUFuture future = wgpuInstanceRequestAdapter(instance, &adapter_options, adapterCallbackInfo);
|
||||
WGPUFutureWaitInfo waitInfo = { future, false };
|
||||
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
|
||||
IM_ASSERT(local_adapter && "Error on Adapter request");
|
||||
return local_adapter;
|
||||
}
|
||||
|
||||
static WGPUDevice RequestDevice(WGPUInstance& instance, WGPUAdapter& adapter)
|
||||
{
|
||||
WGPUDevice local_device = nullptr;
|
||||
WGPURequestDeviceCallbackInfo deviceCallbackInfo = {};
|
||||
deviceCallbackInfo.mode = WGPUCallbackMode_WaitAnyOnly;
|
||||
deviceCallbackInfo.callback = handle_request_device;
|
||||
deviceCallbackInfo.userdata1 = &local_device;
|
||||
WGPUFuture future = wgpuAdapterRequestDevice(adapter, nullptr, deviceCallbackInfo);
|
||||
WGPUFutureWaitInfo waitInfo = { future, false };
|
||||
wgpuInstanceWaitAny(instance, 1, &waitInfo, ~0ull);
|
||||
IM_ASSERT(local_device && "Error on Device request");
|
||||
return local_device;
|
||||
}
|
||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
|
||||
bool InitWGPU(GLFWwindow* window)
|
||||
{
|
||||
WGPUTextureFormat preferred_fmt = WGPUTextureFormat_Undefined; // acquired from SurfaceCapabilities
|
||||
|
||||
// Google DAWN backend: Adapter and Device acquisition, Surface creation
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN)
|
||||
wgpu::InstanceDescriptor instance_desc = {};
|
||||
static constexpr wgpu::InstanceFeatureName timedWaitAny = wgpu::InstanceFeatureName::TimedWaitAny;
|
||||
instance_desc.requiredFeatureCount = 1;
|
||||
instance_desc.requiredFeatures = &timedWaitAny;
|
||||
wgpu::Instance instance = wgpu::CreateInstance(&instance_desc);
|
||||
|
||||
wgpu::Adapter adapter = RequestAdapter(instance);
|
||||
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter.Get());
|
||||
|
||||
wgpu_device = RequestDevice(instance, adapter);
|
||||
|
||||
// Create the surface.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
wgpu::EmscriptenSurfaceSourceCanvasHTMLSelector canvas_desc = {};
|
||||
canvas_desc.selector = "#canvas";
|
||||
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &canvas_desc;
|
||||
wgpu_surface = instance.CreateSurface(&surface_desc).MoveToCHandle();
|
||||
#else
|
||||
wgpu_surface = CreateWGPUSurface(instance.Get(), window);
|
||||
#endif
|
||||
if (!wgpu_surface)
|
||||
return false;
|
||||
|
||||
// Moving Dawn objects into WGPU handles
|
||||
wgpu_instance = instance.MoveToCHandle();
|
||||
|
||||
WGPUSurfaceCapabilities surface_capabilities = {};
|
||||
wgpuSurfaceGetCapabilities(wgpu_surface, adapter.Get(), &surface_capabilities);
|
||||
|
||||
preferred_fmt = surface_capabilities.formats[0];
|
||||
|
||||
// WGPU backend: Adapter and Device acquisition, Surface creation
|
||||
#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK)
|
||||
WGPUInstanceDescriptor instanceDesc = {};
|
||||
WGPUInstanceFeatureName timedWaitAny = WGPUInstanceFeatureName_TimedWaitAny;
|
||||
instanceDesc.requiredFeatureCount = 1;
|
||||
instanceDesc.requiredFeatures = &timedWaitAny;
|
||||
wgpu_instance = wgpuCreateInstance(&instanceDesc);
|
||||
|
||||
#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU)
|
||||
wgpuSetLogCallback(
|
||||
[](WGPULogLevel level, WGPUStringView msg, void* userdata) { fprintf(stderr, "%s: %.*s\n", ImGui_ImplWGPU_GetLogLevelName(level), (int)msg.length, msg.data); }, nullptr
|
||||
);
|
||||
wgpuSetLogLevel(WGPULogLevel_Warn);
|
||||
#endif
|
||||
|
||||
WGPUAdapter adapter = RequestAdapter(wgpu_instance);
|
||||
ImGui_ImplWGPU_DebugPrintAdapterInfo(adapter);
|
||||
|
||||
wgpu_device = RequestDevice(wgpu_instance, adapter);
|
||||
|
||||
// Create the surface.
|
||||
wgpu_surface = CreateWGPUSurface(wgpu_instance, window);
|
||||
if (!wgpu_surface)
|
||||
return false;
|
||||
|
||||
WGPUSurfaceCapabilities surface_capabilities = {};
|
||||
wgpuSurfaceGetCapabilities(wgpu_surface, adapter, &surface_capabilities);
|
||||
|
||||
preferred_fmt = surface_capabilities.formats[0];
|
||||
#endif // IMGUI_IMPL_WEBGPU_BACKEND_WGPU
|
||||
|
||||
wgpu_surface_configuration.presentMode = WGPUPresentMode_Fifo;
|
||||
wgpu_surface_configuration.alphaMode = WGPUCompositeAlphaMode_Auto;
|
||||
wgpu_surface_configuration.usage = WGPUTextureUsage_RenderAttachment;
|
||||
wgpu_surface_configuration.width = wgpu_surface_width;
|
||||
wgpu_surface_configuration.height = wgpu_surface_height;
|
||||
wgpu_surface_configuration.device = wgpu_device;
|
||||
wgpu_surface_configuration.format = preferred_fmt;
|
||||
|
||||
wgpuSurfaceConfigure(wgpu_surface, &wgpu_surface_configuration);
|
||||
wgpu_queue = wgpuDeviceGetQueue(wgpu_device);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// GLFW helper to create a WebGPU surface, used only in WGPU-Native. DAWN-Native already has a built-in function
|
||||
// As of today (2025/10) there is no "official" support in GLFW to create a surface for WebGPU backend
|
||||
// This stub uses "low level" GLFW calls to acquire information from a specific Window Manager.
|
||||
// Currently supported platforms: Windows / Linux (X11 and Wayland) / MacOS. Not necessary nor available with EMSCRIPTEN.
|
||||
#ifndef __EMSCRIPTEN__
|
||||
|
||||
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
|
||||
#define GLFW_HAS_X11_OR_WAYLAND 1
|
||||
#else
|
||||
#define GLFW_HAS_X11_OR_WAYLAND 0
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
#undef APIENTRY
|
||||
#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window()
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#endif
|
||||
#elif defined(__APPLE__)
|
||||
#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow()
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#endif
|
||||
#elif GLFW_HAS_X11_OR_WAYLAND
|
||||
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
|
||||
#define GLFW_EXPOSE_NATIVE_X11
|
||||
#endif
|
||||
#ifndef GLFW_EXPOSE_NATIVE_WAYLAND
|
||||
#if defined(__has_include) && __has_include(<wayland-client.h>)
|
||||
#define GLFW_EXPOSE_NATIVE_WAYLAND
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#include <GLFW/glfw3native.h>
|
||||
#undef Status // X11 headers are leaking this and also 'Success', 'Always', 'None', all used in DAWN api. Add #undef if necessary.
|
||||
|
||||
WGPUSurface CreateWGPUSurface(const WGPUInstance& instance, GLFWwindow* window)
|
||||
{
|
||||
ImGui_ImplWGPU_CreateSurfaceInfo create_info = {};
|
||||
create_info.Instance = instance;
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
{
|
||||
create_info.System = "cocoa";
|
||||
create_info.RawWindow = (void*)glfwGetCocoaWindow(window);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
|
||||
{
|
||||
create_info.System = "wayland";
|
||||
create_info.RawDisplay = (void*)glfwGetWaylandDisplay();
|
||||
create_info.RawSurface = (void*)glfwGetWaylandWindow(window);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
if (glfwGetPlatform() == GLFW_PLATFORM_X11)
|
||||
{
|
||||
create_info.System = "x11";
|
||||
create_info.RawWindow = (void*)glfwGetX11Window(window);
|
||||
create_info.RawDisplay = (void*)glfwGetX11Display();
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
{
|
||||
create_info.System = "win32";
|
||||
create_info.RawWindow = (void*)glfwGetWin32Window(window);
|
||||
create_info.RawInstance = (void*)::GetModuleHandle(NULL);
|
||||
return ImGui_ImplWGPU_CreateWGPUSurfaceHelper(&create_info);
|
||||
}
|
||||
#else
|
||||
#error "Unsupported WebGPU native platform!"
|
||||
return nullptr;
|
||||
#endif
|
||||
}
|
||||
#endif // #ifndef __EMSCRIPTEN__
|
||||
@ -1,75 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# Linux:
|
||||
# apt-get install freeglut3-dev
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_glut_opengl2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glut.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -lglut
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework GLUT
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32
|
||||
ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes)
|
||||
CXXFLAGS += $(shell pkg-config freeglut --cflags)
|
||||
LIBS += $(shell pkg-config freeglut --libs)
|
||||
else
|
||||
LIBS += -lglut
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,186 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{F90D0333-5FB1-440D-918D-DD39A1B5187E}</ProjectGuid>
|
||||
<RootNamespace>example_glut_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(GLUT_INCLUDE_DIR);..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(GLUT_ROOT_PATH)/lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;freeglut.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glut.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glut.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,64 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{c336cfe3-f0c4-464c-9ef0-a9e17a7ff222}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_glut.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_glut.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,165 +0,0 @@
|
||||
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// On Windows, you can install Freeglut using vcpkg:
|
||||
// git clone https://github.com/Microsoft/vcpkg
|
||||
// cd vcpkg
|
||||
// bootstrap - vcpkg.bat
|
||||
// vcpkg install freeglut --triplet=x86-windows ; for win32
|
||||
// vcpkg install freeglut --triplet=x64-windows ; for win64
|
||||
// vcpkg integrate install ; register include and libs in Visual Studio
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glut.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#define GL_SILENCE_DEPRECATION
|
||||
#ifdef __APPLE__
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/freeglut.h>
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed
|
||||
#endif
|
||||
|
||||
// Forward declarations of helper functions
|
||||
void MainLoopStep();
|
||||
|
||||
// Our state
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
// Create GLUT window
|
||||
glutInit(&argc, argv);
|
||||
#ifdef __FREEGLUT_EXT_H__
|
||||
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
|
||||
#endif
|
||||
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_MULTISAMPLE);
|
||||
glutInitWindowSize(1280, 800);
|
||||
glutCreateWindow("Dear ImGui GLUT+OpenGL2 Example");
|
||||
|
||||
// Setup GLUT display function
|
||||
// We will also call ImGui_ImplGLUT_InstallFuncs() to get all the other functions installed for us,
|
||||
// otherwise it is possible to install our own functions and call the imgui_impl_glut.h functions ourselves.
|
||||
glutDisplayFunc(MainLoopStep);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
|
||||
ImGui_ImplGLUT_Init();
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Install GLUT handlers (glutReshapeFunc(), glutMotionFunc(), glutPassiveMotionFunc(), glutMouseFunc(), glutKeyboardFunc() etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
ImGui_ImplGLUT_InstallFuncs();
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Main loop
|
||||
glutMainLoop();
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplGLUT_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void MainLoopStep()
|
||||
{
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplGLUT_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
glViewport(0, 0, (GLsizei)io.DisplaySize.x, (GLsizei)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glutSwapBuffers();
|
||||
glutPostRedisplay();
|
||||
}
|
||||
@ -1,92 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1+ and Mac OS X
|
||||
#
|
||||
# Important: This is a "null backend" application, with no visible output or interaction!
|
||||
# This is used for testing purpose and continuous integration, and has little use for end-user.
|
||||
#
|
||||
|
||||
# Options
|
||||
WITH_EXTRA_WARNINGS ?= 0
|
||||
WITH_FREETYPE ?= 0
|
||||
|
||||
EXE = example_null
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS += -std=c++11 -I$(IMGUI_DIR)
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
# We use the WITH_EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
|
||||
ifeq ($(WITH_EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
|
||||
endif
|
||||
|
||||
# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp
|
||||
# (only supported on Linux, and note that the imgui_freetype code currently won't be executed)
|
||||
ifeq ($(WITH_FREETYPE), 1)
|
||||
SOURCES += $(IMGUI_DIR)/misc/freetype/imgui_freetype.cpp
|
||||
CXXFLAGS += $(shell pkg-config --cflags freetype2)
|
||||
LIBS += $(shell pkg-config --libs freetype2)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
ifeq ($(WITH_EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Wextra -Wpedantic
|
||||
ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
|
||||
CXXFLAGS += -Wshadow -Wsign-conversion
|
||||
endif
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
ifeq ($(WITH_EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-poison-system-directories
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
ifeq ($(WITH_EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Wextra -Wpedantic
|
||||
endif
|
||||
LIBS += -limm32
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/misc/freetype/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,3 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib
|
||||
@ -1,178 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{1A0BF63C-18EF-4BAE-A8DA-055481B11F5D}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx11</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories);</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_null.h" />
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_null.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,57 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_null.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_null.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,43 +0,0 @@
|
||||
// dear imgui: "null" example application
|
||||
// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT)
|
||||
// This is useful to test building, but you cannot interact with anything here!
|
||||
#include "imgui.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// For imgui_impl_null: use relative filename + embed implementation directly by including the .cpp file.
|
||||
// This is to simplify casual building of this example from all sorts of test scripts.
|
||||
#include "../../backends/imgui_impl_null.h"
|
||||
#include "../../backends/imgui_impl_null.cpp"
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
IMGUI_CHECKVERSION();
|
||||
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
ImGui_ImplNullPlatform_Init();
|
||||
ImGui_ImplNullRender_Init();
|
||||
|
||||
for (int n = 0; n < 20; n++)
|
||||
{
|
||||
printf("NewFrame() %d\n", n);
|
||||
ImGui_ImplNullPlatform_NewFrame();
|
||||
ImGui_ImplNullRender_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::ShowDemoWindow(nullptr);
|
||||
|
||||
ImGui::Render();
|
||||
}
|
||||
|
||||
printf("DestroyContext()\n");
|
||||
ImGui_ImplNullRender_Shutdown();
|
||||
ImGui_ImplNullPlatform_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
return 0;
|
||||
}
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_directx11
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,187 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
|
||||
<RootNamespace>example_sdl2_directx11</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>example_sdl2_directx11</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_dx11.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,63 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_dx11.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_dx11.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,265 +0,0 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + DirectX 11
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <d3d11.h>
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
|
||||
// Data
|
||||
static ID3D11Device* g_pd3dDevice = nullptr;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
|
||||
static IDXGISwapChain* g_pSwapChain = nullptr;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
|
||||
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
|
||||
#ifdef _WIN32
|
||||
::SetProcessDPIAware();
|
||||
#endif
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Setup window
|
||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
HWND hwnd = (HWND)wmInfo.info.win.window;
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForD3D(window);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
|
||||
{
|
||||
// Release all outstanding references to the swap chain's buffers before resizing.
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
}
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions to use DirectX11
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
// This is a basic setup. Optimally could use e.g. DXGI_SWAP_EFFECT_FLIP_DISCARD and handle fullscreen mode differently. See #8979 for suggestions.
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
HRESULT res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
|
||||
if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
|
||||
res = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_WARP, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
|
||||
if (res != S_OK)
|
||||
return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
|
||||
}
|
||||
@ -1,47 +0,0 @@
|
||||
#
|
||||
# You will need SDL2 (http://www.libsdl.org):
|
||||
# brew install sdl2
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl2_metal
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.mm
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
|
||||
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
|
||||
LIBS += `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.mm
|
||||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,191 +0,0 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + Metal
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_metal.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <QuartzCore/QuartzCore.h>
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
|
||||
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
|
||||
|
||||
// Enable native IME.
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 800, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error creating window: %s\n", SDL_GetError());
|
||||
return -2;
|
||||
}
|
||||
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
printf("Error creating renderer: %s\n", SDL_GetError());
|
||||
return -3;
|
||||
}
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
|
||||
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
|
||||
ImGui_ImplMetal_Init(layer.device);
|
||||
ImGui_ImplSDL2_InitForMetal(window);
|
||||
|
||||
id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
@autoreleasepool
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
int width, height;
|
||||
SDL_GetRendererOutputSize(renderer, &width, &height);
|
||||
layer.drawableSize = CGSizeMake(width, height);
|
||||
id<CAMetalDrawable> drawable = [layer nextDrawable];
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0] * clear_color[3], clear_color[1] * clear_color[3], clear_color[2] * clear_color[3], clear_color[3]);
|
||||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
|
||||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
|
||||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
|
||||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
|
||||
[renderEncoder pushDebugGroup:@"ImGui demo"];
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:drawable];
|
||||
[commandBuffer commit];
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplMetal_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,79 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL2 (http://www.libsdl.org):
|
||||
# Linux:
|
||||
# apt-get install libsdl2-dev
|
||||
# Mac OS X:
|
||||
# brew install sdl2
|
||||
# MSYS2:
|
||||
# pacman -S mingw-w64-i686-SDL2
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl2_opengl2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,29 +0,0 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's IDE
|
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_opengl2
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,186 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<RootNamespace>example_sdl2_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,64 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,190 +0,0 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_sdl2_opengl3/ folder**
|
||||
// See imgui_impl_sdl2.cpp for details.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_opengl2.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengl.h>
|
||||
#ifdef _WIN32
|
||||
#include <windows.h> // SetProcessDPIAware()
|
||||
#endif
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
#ifdef _WIN32
|
||||
::SetProcessDPIAware();
|
||||
#endif
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Setup window
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL2_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL2_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_GL_DeleteContext(gl_context);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,91 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL2 (http://www.libsdl.org):
|
||||
# Linux:
|
||||
# apt-get install libsdl2-dev
|
||||
# Mac OS X:
|
||||
# brew install sdl2
|
||||
# MSYS2:
|
||||
# pacman -S mingw-w64-i686-SDL2
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl2_opengl3
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
LINUX_GL_LIBS = -lGL
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## OPENGL ES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
## This assumes a GL ES library available in the system, e.g. libGLESv2.so
|
||||
# CXXFLAGS += -DIMGUI_IMPL_OPENGL_ES2
|
||||
# LINUX_GL_LIBS = -lGLESv2
|
||||
## If you're on a Raspberry Pi and want to use the legacy drivers,
|
||||
## use the following instead:
|
||||
# LINUX_GL_LIBS = -L/opt/vc/lib -lbrcmGLESv2
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += $(LINUX_GL_LIBS) -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,95 +0,0 @@
|
||||
#
|
||||
# Makefile to use with SDL+emscripten
|
||||
# See https://emscripten.org/docs/getting_started/downloads.html
|
||||
# for installation instructions.
|
||||
#
|
||||
# This Makefile assumes you have loaded emscripten's environment.
|
||||
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
|
||||
#
|
||||
# Running `make -f Makefile.emscripten` will produce three files:
|
||||
# - web/index.html
|
||||
# - web/index.js
|
||||
# - web/index.wasm
|
||||
#
|
||||
# All three are needed to run the demo.
|
||||
|
||||
CC = emcc
|
||||
CXX = em++
|
||||
WEB_DIR = web
|
||||
EXE = $(WEB_DIR)/index.html
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
CPPFLAGS =
|
||||
LDFLAGS =
|
||||
EMS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## EMSCRIPTEN OPTIONS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
|
||||
EMS += -s USE_SDL=2
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1
|
||||
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
|
||||
|
||||
# Build as single file (binary text encoded in .html file)
|
||||
#LDFLAGS += -sSINGLE_FILE
|
||||
|
||||
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
# Emscripten allows preloading a file or folder to be accessible at runtime.
|
||||
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
|
||||
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
|
||||
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
|
||||
USE_FILE_SYSTEM ?= 0
|
||||
ifeq ($(USE_FILE_SYSTEM), 0)
|
||||
LDFLAGS += -s NO_FILESYSTEM=1
|
||||
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
endif
|
||||
ifeq ($(USE_FILE_SYSTEM), 1)
|
||||
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## FINAL BUILD FLAGS
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
#CPPFLAGS += -g
|
||||
CPPFLAGS += -Wall -Wformat -Os $(EMS)
|
||||
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
|
||||
LDFLAGS += $(EMS)
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(EXE)
|
||||
|
||||
$(WEB_DIR):
|
||||
mkdir $@
|
||||
|
||||
serve: all
|
||||
python3 -m http.server -d $(WEB_DIR)
|
||||
|
||||
$(EXE): $(OBJS) $(WEB_DIR)
|
||||
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
|
||||
|
||||
clean:
|
||||
rm -rf $(OBJS) $(WEB_DIR)
|
||||
@ -1,57 +0,0 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
## Windows with Visual Studio's IDE
|
||||
|
||||
Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary.
|
||||
|
||||
## Windows with Visual Studio's CLI
|
||||
|
||||
Use build_win32.bat or directly:
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
## Linux and similar Unixes
|
||||
|
||||
Use our Makefile or directly:
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
|
||||
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
|
||||
`sdl2-config --libs` -lGL -ldl
|
||||
```
|
||||
|
||||
## macOS
|
||||
|
||||
Use our Makefile or directly:
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends
|
||||
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp
|
||||
`sdl2-config --libs` -framework OpenGl -framework CoreFoundation
|
||||
```
|
||||
|
||||
## Emscripten
|
||||
|
||||
**Building**
|
||||
|
||||
You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
- You may also refer to our [Continuous Integration setup](https://github.com/ocornut/imgui/tree/master/.github/workflows) for Emscripten setup.
|
||||
- Then build using `make -f Makefile.emscripten` while in the current directory.
|
||||
|
||||
**Running an Emscripten project**
|
||||
|
||||
To run on a local machine:
|
||||
- `make -f Makefile.emscripten serve` will use Python3 to spawn a local webserver, you can then browse http://localhost:8000 to access your build.
|
||||
- Otherwise, generally you will need a local webserver. Quoting [https://emscripten.org/docs/getting_started](https://emscripten.org/docs/getting_started/Tutorial.html#generating-html):<br>
|
||||
_"Unfortunately several browsers (including Chrome, Safari, and Internet Explorer) do not support file:// [XHR](https://emscripten.org/docs/site/glossary.html#term-xhr) requests, and can’t load extra files needed by the HTML (like a .wasm file, or packaged file data as mentioned lower down). For these browsers you’ll need to serve the files using a [local webserver](https://emscripten.org/docs/getting_started/FAQ.html#faq-local-webserver) and then open http://localhost:8000/hello.html."_
|
||||
- Emscripten SDK has a handy `emrun` command: `emrun web/index.html --browser firefox` which will spawn a temporary local webserver (in Firefox). See https://emscripten.org/docs/compiling/Running-html-files-with-emrun.html for details.
|
||||
- You may use Python 3 builtin webserver: `python -m http.server -d web` (this is what `make serve` uses).
|
||||
- You may use Python 2 builtin webserver: `cd web && python -m SimpleHTTPServer`.
|
||||
- If you are accessing the files over a network, certain browsers, such as Firefox, will restrict Gamepad API access to secure contexts only (e.g. https only).
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_opengl3
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,187 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BBAEB705-1669-40F3-8567-04CF6A991F4C}</ProjectGuid>
|
||||
<RootNamespace>example_sdl2_opengl3</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,67 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,240 +0,0 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <SDL_opengles2.h>
|
||||
#else
|
||||
#include <SDL_opengl.h>
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
#include <windows.h> // SetProcessDPIAware()
|
||||
#endif
|
||||
|
||||
// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
|
||||
#ifdef __EMSCRIPTEN__
|
||||
#include "../libs/emscripten/emscripten_mainloop_stub.h"
|
||||
#endif
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
#ifdef _WIN32
|
||||
::SetProcessDPIAware();
|
||||
#endif
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
|
||||
const char* glsl_version = "#version 100";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
|
||||
const char* glsl_version = "#version 300 es";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#elif defined(__APPLE__)
|
||||
// GL 3.2 Core + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
#else
|
||||
// GL 3.0 + GLSL 130
|
||||
const char* glsl_version = "#version 130";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
||||
#endif
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Create window with graphics context
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
if (gl_context == nullptr)
|
||||
{
|
||||
printf("Error: SDL_GL_CreateContext(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
#ifdef __EMSCRIPTEN__
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr;
|
||||
EMSCRIPTEN_MAINLOOP_BEGIN
|
||||
#else
|
||||
while (!done)
|
||||
#endif
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
#ifdef __EMSCRIPTEN__
|
||||
EMSCRIPTEN_MAINLOOP_END;
|
||||
#endif
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_GL_DeleteContext(gl_context);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,79 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL2 (http://www.libsdl.org):
|
||||
# Linux:
|
||||
# apt-get install libsdl2-dev
|
||||
# Mac OS X:
|
||||
# brew install sdl2
|
||||
# MSYS2:
|
||||
# pacman -S mingw-w64-i686-SDL2
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl2_sdlrenderer2
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer2.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,25 +0,0 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2_DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
|
||||
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
|
||||
# or for 64-bit:
|
||||
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl
|
||||
```
|
||||
@ -1,8 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_sdl2_sdlrenderer_
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,187 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{0C0B2BEA-311F-473C-9652-87923EF639E3}</ProjectGuid>
|
||||
<RootNamespace>example_sdl2_sdlrenderer2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>example_sdl2_sdlrenderer2</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,64 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdlrenderer2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdlrenderer2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,191 +0,0 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_sdlrenderer2.h"
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
#ifdef _WIN32
|
||||
#include <windows.h> // SetProcessDPIAware()
|
||||
#endif
|
||||
|
||||
#if !SDL_VERSION_ATLEAST(2,0,17)
|
||||
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
|
||||
#endif
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
#ifdef _WIN32
|
||||
::SetProcessDPIAware();
|
||||
#endif
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Create window with SDL_Renderer graphics context
|
||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
|
||||
if (renderer == nullptr)
|
||||
{
|
||||
SDL_Log("Error creating SDL_Renderer!");
|
||||
return 1;
|
||||
}
|
||||
//SDL_RendererInfo info;
|
||||
//SDL_GetRendererInfo(renderer, &info);
|
||||
//SDL_Log("Current SDL_Renderer: %s", info.name);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
|
||||
ImGui_ImplSDLRenderer2_Init(renderer);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplSDLRenderer2_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
|
||||
SDL_RenderClear(renderer);
|
||||
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSDLRenderer2_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -1,80 +0,0 @@
|
||||
#
|
||||
# Cross Platform Makefile
|
||||
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
|
||||
#
|
||||
# You will need SDL2 (http://www.libsdl.org):
|
||||
# Linux:
|
||||
# apt-get install libsdl2-dev
|
||||
# Mac OS X:
|
||||
# brew install sdl2
|
||||
# MSYS2:
|
||||
# pacman -S mingw-w64-i686-SDL2
|
||||
#
|
||||
|
||||
#CXX = g++
|
||||
#CXX = clang++
|
||||
|
||||
EXE = example_sdl2_vulkan
|
||||
IMGUI_DIR = ../..
|
||||
SOURCES = main.cpp
|
||||
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
|
||||
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_vulkan.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -ldl
|
||||
LIBS += `pkg-config --libs sdl2 vulkan`
|
||||
CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += `pkg-config --libs sdl2 vulkan`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(OS), Windows_NT)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2 vulkan`
|
||||
|
||||
CXXFLAGS += `pkg-config --cflags sdl2 vulkan`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD RULES
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
%.o:%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS)
|
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean:
|
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl2_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,14 +0,0 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler.
|
||||
|
||||
@set OUT_EXE=example_sdl2_vulkan
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
|
||||
|
||||
@set OUT_DIR=Debug
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
|
||||
@set OUT_DIR=Release
|
||||
@REM mkdir %OUT_DIR%
|
||||
@REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
||||
@ -1,190 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}</ProjectGuid>
|
||||
<RootNamespace>example_sdl2_vulkan</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;%SDL2_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL2;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<PreprocessorDefinitions>_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
@ -1,64 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_vulkan.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\debuggers\imgui.natvis">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
|
||||
<Filter>imgui</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@ -1,557 +0,0 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + Vulkan
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering backend in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
#include <stdio.h> // printf, fprintf
|
||||
#include <stdlib.h> // abort
|
||||
#include <SDL.h>
|
||||
#include <SDL_vulkan.h>
|
||||
#ifdef _WIN32
|
||||
#include <windows.h> // SetProcessDPIAware()
|
||||
#endif
|
||||
|
||||
// Volk headers
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#define VOLK_IMPLEMENTATION
|
||||
#include <volk.h>
|
||||
#endif
|
||||
|
||||
//#define APP_USE_UNLIMITED_FRAME_RATE
|
||||
#ifdef _DEBUG
|
||||
#define APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
|
||||
#endif
|
||||
|
||||
// Data
|
||||
static VkAllocationCallbacks* g_Allocator = nullptr;
|
||||
static VkInstance g_Instance = VK_NULL_HANDLE;
|
||||
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
|
||||
static VkDevice g_Device = VK_NULL_HANDLE;
|
||||
static uint32_t g_QueueFamily = (uint32_t)-1;
|
||||
static VkQueue g_Queue = VK_NULL_HANDLE;
|
||||
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
|
||||
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
if (err == VK_SUCCESS)
|
||||
return;
|
||||
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
|
||||
if (err < 0)
|
||||
abort();
|
||||
}
|
||||
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
|
||||
{
|
||||
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
|
||||
fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
|
||||
return VK_FALSE;
|
||||
}
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
|
||||
{
|
||||
for (const VkExtensionProperties& p : properties)
|
||||
if (strcmp(p.extensionName, extension) == 0)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
static void SetupVulkan(ImVector<const char*> instance_extensions)
|
||||
{
|
||||
VkResult err;
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkInitialize();
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
{
|
||||
VkInstanceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
|
||||
// Enumerate available extensions
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
|
||||
check_vk_result(err);
|
||||
|
||||
// Enable required extensions
|
||||
if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
|
||||
instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
|
||||
{
|
||||
instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
|
||||
create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Enabling validation layers
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
instance_extensions.push_back("VK_EXT_debug_report");
|
||||
#endif
|
||||
|
||||
// Create Vulkan Instance
|
||||
create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = instance_extensions.Data;
|
||||
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
|
||||
check_vk_result(err);
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
volkLoadInstance(g_Instance);
|
||||
#endif
|
||||
|
||||
// Setup the debug report callback
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
|
||||
IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
|
||||
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
|
||||
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
|
||||
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
|
||||
debug_report_ci.pfnCallback = debug_report;
|
||||
debug_report_ci.pUserData = nullptr;
|
||||
err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
|
||||
check_vk_result(err);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Select Physical Device (GPU)
|
||||
g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
|
||||
IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
|
||||
|
||||
// Select graphics queue family
|
||||
g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
|
||||
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
|
||||
|
||||
// Create Logical Device (with 1 queue)
|
||||
{
|
||||
ImVector<const char*> device_extensions;
|
||||
device_extensions.push_back("VK_KHR_swapchain");
|
||||
|
||||
// Enumerate physical device extension
|
||||
uint32_t properties_count;
|
||||
ImVector<VkExtensionProperties> properties;
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
|
||||
properties.resize(properties_count);
|
||||
vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
|
||||
#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
|
||||
if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
|
||||
device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
|
||||
#endif
|
||||
|
||||
const float queue_priority[] = { 1.0f };
|
||||
VkDeviceQueueCreateInfo queue_info[1] = {};
|
||||
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
|
||||
queue_info[0].queueFamilyIndex = g_QueueFamily;
|
||||
queue_info[0].queueCount = 1;
|
||||
queue_info[0].pQueuePriorities = queue_priority;
|
||||
VkDeviceCreateInfo create_info = {};
|
||||
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
|
||||
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
|
||||
create_info.pQueueCreateInfos = queue_info;
|
||||
create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
|
||||
create_info.ppEnabledExtensionNames = device_extensions.Data;
|
||||
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
|
||||
check_vk_result(err);
|
||||
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
|
||||
}
|
||||
|
||||
// Create Descriptor Pool
|
||||
// If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
|
||||
{
|
||||
VkDescriptorPoolSize pool_sizes[] =
|
||||
{
|
||||
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
|
||||
};
|
||||
VkDescriptorPoolCreateInfo pool_info = {};
|
||||
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
|
||||
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
|
||||
pool_info.maxSets = 0;
|
||||
for (VkDescriptorPoolSize& pool_size : pool_sizes)
|
||||
pool_info.maxSets += pool_size.descriptorCount;
|
||||
pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes);
|
||||
pool_info.pPoolSizes = pool_sizes;
|
||||
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
// Check for WSI support
|
||||
VkBool32 res;
|
||||
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, surface, &res);
|
||||
if (res != VK_TRUE)
|
||||
{
|
||||
fprintf(stderr, "Error no WSI support on physical device 0\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->Surface = surface;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_COUNTOF(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
// Select Present Mode
|
||||
#ifdef APP_USE_UNLIMITED_FRAME_RATE
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
|
||||
#else
|
||||
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
|
||||
#endif
|
||||
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes));
|
||||
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
|
||||
|
||||
// Create SwapChain, RenderPass, Framebuffer, etc.
|
||||
IM_ASSERT(g_MinImageCount >= 2);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount, 0);
|
||||
}
|
||||
|
||||
static void CleanupVulkan()
|
||||
{
|
||||
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
|
||||
|
||||
#ifdef APP_USE_VULKAN_DEBUG_REPORT
|
||||
// Remove the debug report callback
|
||||
auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
|
||||
f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
|
||||
#endif // APP_USE_VULKAN_DEBUG_REPORT
|
||||
|
||||
vkDestroyDevice(g_Device, g_Allocator);
|
||||
vkDestroyInstance(g_Instance, g_Allocator);
|
||||
}
|
||||
|
||||
static void CleanupVulkanWindow(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, wd, g_Allocator);
|
||||
vkDestroySurfaceKHR(g_Instance, wd->Surface, g_Allocator);
|
||||
}
|
||||
|
||||
static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
{
|
||||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
g_SwapChainRebuild = true;
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
return;
|
||||
if (err != VK_SUBOPTIMAL_KHR)
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
{
|
||||
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkResetFences(g_Device, 1, &fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
{
|
||||
VkRenderPassBeginInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||
info.renderPass = wd->RenderPass;
|
||||
info.framebuffer = fd->Framebuffer;
|
||||
info.renderArea.extent.width = wd->Width;
|
||||
info.renderArea.extent.height = wd->Height;
|
||||
info.clearValueCount = 1;
|
||||
info.pClearValues = &wd->ClearValue;
|
||||
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
|
||||
}
|
||||
|
||||
// Record dear imgui primitives into command buffer
|
||||
ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
|
||||
|
||||
// Submit command buffer
|
||||
vkCmdEndRenderPass(fd->CommandBuffer);
|
||||
{
|
||||
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
|
||||
VkSubmitInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &image_acquired_semaphore;
|
||||
info.pWaitDstStageMask = &wait_stage;
|
||||
info.commandBufferCount = 1;
|
||||
info.pCommandBuffers = &fd->CommandBuffer;
|
||||
info.signalSemaphoreCount = 1;
|
||||
info.pSignalSemaphores = &render_complete_semaphore;
|
||||
|
||||
err = vkEndCommandBuffer(fd->CommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
if (g_SwapChainRebuild)
|
||||
return;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
info.waitSemaphoreCount = 1;
|
||||
info.pWaitSemaphores = &render_complete_semaphore;
|
||||
info.swapchainCount = 1;
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
|
||||
g_SwapChainRebuild = true;
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
return;
|
||||
if (err != VK_SUBOPTIMAL_KHR)
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
#ifdef _WIN32
|
||||
::SetProcessDPIAware();
|
||||
#endif
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// From 2.0.18: Enable native IME.
|
||||
#ifdef SDL_HINT_IME_SHOW_UI
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
|
||||
#endif
|
||||
|
||||
// Create window with Vulkan graphics context
|
||||
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
|
||||
if (window == nullptr)
|
||||
{
|
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
ImVector<const char*> extensions;
|
||||
uint32_t extensions_count = 0;
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
|
||||
extensions.resize(extensions_count);
|
||||
SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
|
||||
SetupVulkan(extensions);
|
||||
|
||||
// Create Window Surface
|
||||
VkSurfaceKHR surface;
|
||||
VkResult err;
|
||||
if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
|
||||
{
|
||||
printf("Failed to create Vulkan surface.\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup scaling
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
|
||||
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL2_InitForVulkan(window);
|
||||
ImGui_ImplVulkan_InitInfo init_info = {};
|
||||
//init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
|
||||
init_info.Instance = g_Instance;
|
||||
init_info.PhysicalDevice = g_PhysicalDevice;
|
||||
init_info.Device = g_Device;
|
||||
init_info.QueueFamily = g_QueueFamily;
|
||||
init_info.Queue = g_Queue;
|
||||
init_info.PipelineCache = g_PipelineCache;
|
||||
init_info.DescriptorPool = g_DescriptorPool;
|
||||
init_info.MinImageCount = g_MinImageCount;
|
||||
init_info.ImageCount = wd->ImageCount;
|
||||
init_info.Allocator = g_Allocator;
|
||||
init_info.PipelineInfoMain.RenderPass = wd->RenderPass;
|
||||
init_info.PipelineInfoMain.Subpass = 0;
|
||||
init_info.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
init_info.CheckVkResultFn = check_vk_result;
|
||||
ImGui_ImplVulkan_Init(&init_info);
|
||||
|
||||
// Load Fonts
|
||||
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
|
||||
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
|
||||
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//style.FontSizeBase = 20.0f;
|
||||
//io.Fonts->AddFontDefaultVector();
|
||||
//io.Fonts->AddFontDefaultBitmap();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
|
||||
{
|
||||
SDL_Delay(10);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Resize swap chain?
|
||||
int fb_width, fb_height;
|
||||
SDL_GetWindowSize(window, &fb_width, &fb_height);
|
||||
if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount, 0);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplVulkan_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData* draw_data = ImGui::GetDrawData();
|
||||
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
||||
if (!is_minimized)
|
||||
{
|
||||
wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
|
||||
wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
|
||||
wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
|
||||
wd->ClearValue.color.float32[3] = clear_color.w;
|
||||
FrameRender(wd, draw_data);
|
||||
FramePresent(wd);
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupVulkanWindow(&g_MainWindowData);
|
||||
CleanupVulkan();
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
||||
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Reference in New Issue
Block a user