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10 years ago
Those are standalone ready-to-build applications to demonstrate ImGui.
Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
10 years ago
TL;DR;
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- Refer to 'opengl_example' to understand how the library is setup, it is the simplest one.
The other examples requires more boilerplate and are harder to read.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified.
- If you have your own engine, you probably want to start from 'opengl_example' and adapt it to
your engine, but you can read the other examples as well.
10 years ago
10 years ago
ImGui is highly portable and only requires a few things to run:
- Providing mouse/keyboard inputs
- Load the font atlas texture into graphics memory
- Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
10 years ago
So this is essentially what those examples are doing + the obligatory cruft for portability.
Unfortunately in 2015 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
10 years ago
Please let me know if they don't work with your setup!
10 years ago
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.
10 years ago
opengl_example/
OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications.
10 years ago
Prefer following this example to learn how ImGui works!
(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
by calling "glUseProgram(0)" before ImGui::Render.)
opengl3_example/
OpenGL example, using GLFW/GL3W + programmable pipeline.
This uses more modern OpenGL calls and custom shaders. It's more messy.
directx9_example/
DirectX9 example, Windows only.
directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.
ios_example/
10 years ago
iOS example.
Using Synergy to access keyboard/mouse data from server computer.
Synergy keyboard integration is rather hacky.
sdl_opengl_example/
10 years ago
SDL2 + OpenGL example.
sdl_opengl_example/
SDL2 + OpenGL3 example.
allegro5_example/
10 years ago
Allegro 5 example.
marmalade_example/
Marmalade example using IwGx