Examples: refactored remaining batch files to detect architecture.

(also came to this while reviewing #9593)
This commit is contained in:
ocornut 2026-10-23 16:09:45 +02:00
parent 6dd654f27a
commit 20ba6c4a28
36 changed files with 313 additions and 205 deletions

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@ -71,7 +71,7 @@ Other Changes:
be needed as you should have a constructor to convert from your type to ImVec2. be needed as you should have a constructor to convert from your type to ImVec2.
- Examples: renamed various helper batch files from build_win32.bat to build_win.bat - Examples: renamed various helper batch files from build_win32.bat to build_win.bat
to reflect that they can also build X64 or ARM64, given the right environment. to reflect that they can also build X64 or ARM64, given the right environment.
Kept both build_win32.bat and build_win64.bat for examples needing them. Made the script detect the environment when needed (e.g. to specify library path).
----------------------------------------------------------------------- -----------------------------------------------------------------------

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@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=glfw3.lib opengl32.lib gdi32.lib shell32.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64
@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%

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@ -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%

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@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=glfw3.lib opengl32.lib gdi32.lib shell32.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64
@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%

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@ -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%

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@ -0,0 +1,25 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@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=glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\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%

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@ -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%

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@ -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%

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@set OUT_EXE=example_sdl2_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
@set LIBS=SDL2.lib SDL2main.lib d3d11.lib d3dcompiler.lib shell32.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
@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

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@ -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"
@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 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

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@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=SDL2.lib SDL2main.lib opengl32.lib shell32.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
@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

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@ -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

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@ -7,7 +7,7 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
## Windows with Visual Studio's CLI ## Windows with Visual Studio's CLI
Use build_win32.bat or directly: Use build_win.bat or directly:
``` ```
set SDL2_DIR=path_to_your_sdl2_folder 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 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

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@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=SDL2.lib SDL2main.lib opengl32.lib shell32.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
@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

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@ -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

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@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=SDL2.lib SDL2main.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64
@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

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@ -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

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@ -0,0 +1,25 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@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=SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\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

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@ -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

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@ -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

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@set OUT_EXE=example_sdl3_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
@set LIBS=SDL3.lib d3d11.lib d3dcompiler.lib shell32.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64
@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

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@ -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_sdl3_directx11
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib 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

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@ -7,7 +7,7 @@ Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) i
## Windows with Visual Studio's CLI ## Windows with Visual Studio's CLI
Use build_win32.bat or directly: Use build_win.bat or directly:
``` ```
set SDL3_DIR=path_to_your_sdl3_folder set SDL3_DIR=path_to_your_sdl3_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console

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@ -0,0 +1,25 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@set OUT_EXE=example_sdl3_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=SDL3.lib opengl32.lib shell32.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64
@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

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@ -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_sdl3_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.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

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@ -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_sdl3_opengl3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.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

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@set OUT_EXE=example_sdl3_sdlrenderer3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
@set LIBS=SDL3.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64
@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

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@ -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_sdl3_sdlrenderer3
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.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

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@ -0,0 +1,25 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@set OUT_EXE=example_sdl3_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=SDL3.lib shell32.lib vulkan-1.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\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

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@ -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_sdl3_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.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

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@ -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_sdl3_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.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

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@set OUT_EXE=example_win32_directx9
@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=d3d9.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /LIBPATH:"%DXSDK_DIR%/Lib/x86"
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /LIBPATH:"%DXSDK_DIR%/Lib/x64"
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -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_win32_directx9
@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include"
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -0,0 +1,21 @@
@REM Build for Visual Studio compiler. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@REM Detect target architecture (VS 2015 uses Platform, unset for native x86; VS 2017+ uses VSCMD_ARG_TGT_ARCH).
@set TARGET_ARCH=%VSCMD_ARG_TGT_ARCH%
@if not defined TARGET_ARCH if "%VisualStudioVersion%"=="14.0" (set TARGET_ARCH=x86& if defined Platform set TARGET_ARCH=%Platform%)
@if /I "%TARGET_ARCH%"=="x86" goto arch_ok
@if /I "%TARGET_ARCH%"=="x64" goto arch_ok
@echo Unsupported or uninitialized compiler environment. First run vcvars32.bat (x86) or vcvars64.bat (x64).
@exit /b 1
:arch_ok
@set OUT_EXE=example_win32_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=vulkan-1.lib
@if /I "%TARGET_ARCH%"=="x86" set LIBS=%LIBS% /libpath:%VULKAN_SDK%\lib32
@if /I "%TARGET_ARCH%"=="x64" set LIBS=%LIBS% /libpath:%VULKAN_SDK%\lib
@set OUT_DIR=Debug
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -1,9 +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_win32_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -1,9 +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_win32_vulkan
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%