Fixed Travis path + various paths in comments/documentations

docking
omar 7 years ago
parent 5a13e4dcde
commit 6f7b7807ad

@ -26,6 +26,6 @@ before_install:
fi fi
script: script:
- make -C examples/opengl2_example - make -C examples/example_glfw_opengl2
- make -C examples/opengl3_example - make -C examples/example_glfw_opengl3
- make -C examples/sdl_opengl3_example - make -C examples/example_sdl_opengl3

@ -41,7 +41,7 @@ You can find binaries of some of those example applications at:
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed. catch up with what changed.
- To LEARN how to setup imgui, you may refer to 'opengl2_example/' because is the simplest one to read. - To LEARN how to setup imgui, you may refer to 'example_glfw_opengl2/' because is the simplest one to read.
However, do NOT USE the OpenGL2 renderer if your code is using any modern GL3+ calls. However, do NOT USE the OpenGL2 renderer if your code is using any modern GL3+ calls.
Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated. Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
Read comments below for details. If you are not sure, in doubt, use the OpenGL3 renderer. Read comments below for details. If you are not sure, in doubt, use the OpenGL3 renderer.
@ -71,7 +71,7 @@ Most the example bindings are split in 2 parts:
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp) Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program. - The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
Examples: the directx11_example/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file. - Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp). This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
@ -215,7 +215,7 @@ example_sdl_vulkan/
example_apple/ example_apple/
OSX & iOS example + OpenGL2. OSX & iOS example + OpenGL2.
THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER. THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
Consider using the opengl3_example/ instead. Consider using the example_glfw_opengl3/ instead.
On iOS, Using Synergy to access keyboard/mouse data from server computer. On iOS, Using Synergy to access keyboard/mouse data from server computer.
Synergy keyboard integration is rather hacky. Synergy keyboard integration is rather hacky.

@ -6,7 +6,7 @@ THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device. This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The opengl3_example/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy. It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The code in example_glfw_opengl3/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active. Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.

@ -610,7 +610,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES // NOTE: this is copied pretty much entirely from the example_glfw_opengl3, with only minor changes for ES
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data) static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{ {
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled

@ -3,7 +3,7 @@
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the opengl3_example/ folder** // **Prefer using the code in the example_glfw_opengl2/ folder**
// See imgui_impl_glfw.cpp for details. // See imgui_impl_glfw.cpp for details.
#include "imgui.h" #include "imgui.h"

@ -3,7 +3,7 @@
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** // **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the sdl_opengl3_example/ folder** // **Prefer using the code in the example_sdl_opengl3/ folder**
// See imgui_impl_sdl.cpp for details. // See imgui_impl_sdl.cpp for details.
#include "imgui.h" #include "imgui.h"

@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid> <ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
<RootNamespace>directx10_example</RootNamespace> <RootNamespace>example_win32_directx10</RootNamespace>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

@ -20,7 +20,7 @@
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid> <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
<RootNamespace>directx12_example</RootNamespace> <RootNamespace>example_win32_directx12</RootNamespace>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />

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