forked from Green-Sky/tomato
update imgui again, this time back on tag v1.91.0
This commit is contained in:
38
external/imgui/imgui/docs/BACKENDS.md
vendored
38
external/imgui/imgui/docs/BACKENDS.md
vendored
@ -2,23 +2,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
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## Dear ImGui: Backends
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**The 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)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.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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### Integrating backends
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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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@ -38,7 +25,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
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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 default 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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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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@ -47,11 +34,24 @@ and the backends which we are describing here (backends/ folder).
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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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### Standard backends
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### Integrating a backend
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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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See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
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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)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.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 backends
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154
external/imgui/imgui/docs/CHANGELOG.txt
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154
external/imgui/imgui/docs/CHANGELOG.txt
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@ -36,9 +36,11 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.91.0 WIP (In Progress)
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VERSION 1.91.0 (Released 2024-07-30)
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-----------------------------------------------------------------------
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Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.91.0
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Breaking changes:
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- IO, IME: renamed platform IME hook and added explicit context for consistency and future-proofness.
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@ -46,6 +48,15 @@ Breaking changes:
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- new: io.PlatformSetImeDataFn(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
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It is expected that for a vast majority of users this is automatically set by core
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library and/or platform backend so it won't have any effect.
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- Obsoleted GetContentRegionMax(), GetWindowContentRegionMin() and GetWindowContentRegionMax(). (#7838)
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You should never need those functions! You can do everything in less a confusing manner by only
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using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using
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GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated.
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I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!
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- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
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- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
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- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
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- GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window
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- Item flag changes:
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- Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag()
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with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete).
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@ -60,48 +71,127 @@ Breaking changes:
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- Commented out obsolete ImGuiModFlags_XXX values (renamed to ImGuiMod_XXX in 1.89). (#4921, #456)
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- ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl, ImGuiModFlags_Shift -> ImGuiMod_Shift etc.
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- Backends: GLFW+Emscripten: Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to
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ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with additional GLFWWindow* parameter. (#7647) [@ypujante]
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ImGui_ImplGlfw_InstallEmscriptenCallbacks(), with an additional GLFWWindow* parameter. (#7647) [@ypujante]
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Other changes:
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- Added TextLink(), TextLinkOpenURL() hyperlink widgets. (#7660)
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- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660)
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Default to use ShellExecute() under Windows, and system("") under Mac/Linux/etc.
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Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default implementation.
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Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default Windows/Linux/Mac implementations.
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- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match the
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typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723)
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- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags:
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- Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
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- Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
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- Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787)
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- Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior.
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- Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups.
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Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem().
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(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
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- This was mostly all previously in imgui_internal.h.
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- Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
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- Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
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- Added ImGuiItemFlags_NoNavDefaultFocus to disable item being default focus. (#787)
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- Added ImGuiItemFlags_ButtonRepeat to enable repeat on any button-like behavior.
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- Added ImGuiItemFlags_AutoClosePopups to disable menu items/selection auto closing parent popups.
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Disabling this was previously possible for Selectable() via a direct flag but not for MenuItem().
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(#1379, #1468, #2200, #4936, #5216, #7302, #7573)
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- This was mostly all previously in imgui_internal.h.
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- Multi-Select: added multi-select API and demos. (#1861, #6518)
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- This system implements standard multi-selection idioms (CTRL+mouse click, CTRL+keyboard moves,
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SHIFT+mouse click, SHIFT+keyboard moves, etc.) with support for clipper (not submitting non-visible
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items), box-selection with scrolling, and many other details.
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- In the spirit of Dear ImGui design, your code owns both items and actual selection data.
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This is designed to allow all kinds of selection storage you may use in your application
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(e.g. set/map/hash, intrusive selection, interval trees, up to you).
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- The supported widgets are Selectable(), Checkbox(). TreeNode() is also technically supported but...
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using this correctly is more complicated. You need some sort of linear/random access to your tree,
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which is suited to advanced trees setups already implementing filters and clipper.
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We will work toward simplifying our existing demo for trees.
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- A helper ImGuiSelectionBasicStorage is provided to facilitate getting started in a typical app
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(likely to suit a majority of users).
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- Documentation:
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- Wiki page https://github.com/ocornut/imgui/wiki/Multi-Select for API overview.
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- Demo code + headers are well commented.
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- Added BeginMultiSelect(), EndMultiSelect(), SetNextItemSelectionUserData().
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- Added IsItemToggledSelection() for use if you need latest selection update during current iteration.
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- Added ImGuiMultiSelectIO and ImGuiSelectionRequest structures:
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- BeginMultiSelect() and EndMultiSelect() return a ImGuiMultiSelectIO structure, which
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is mostly an array of ImGuiSelectionRequest actions (clear, select all, set range, etc.)
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- Other fields are helpful when using a clipper, or wanting to handle deletion nicely.
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- Added ImGuiSelectionBasicStorage helper to store and maintain a selection (optional):
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- This is similar to if you used e.g. a std::set<ID> to store a selection, with all the right
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glue to honor ImGuiMultiSelectIO requests. Most applications can use that.
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- Added ImGuiSelectionExternalStorage helper to maintain an externally stored selection (optional):
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- Helpful to easily bind multi-selection to e.g. an array of checkboxes.
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- Added ImGuiMultiSelectFlags options:
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- ImGuiMultiSelectFlags_SingleSelect
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- ImGuiMultiSelectFlags_NoSelectAll
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- ImGuiMultiSelectFlags_NoRangeSelect
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- ImGuiMultiSelectFlags_NoAutoSelect
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- ImGuiMultiSelectFlags_NoAutoClear
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- ImGuiMultiSelectFlags_NoAutoClearOnReselect (#7424)
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- ImGuiMultiSelectFlags_BoxSelect1d
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- ImGuiMultiSelectFlags_BoxSelect2d
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- ImGuiMultiSelectFlags_BoxSelectNoScroll
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- ImGuiMultiSelectFlags_ClearOnEscape
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- ImGuiMultiSelectFlags_ClearOnClickVoid
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- ImGuiMultiSelectFlags_ScopeWindow (default), ImGuiMultiSelectFlags_ScopeRect
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- ImGuiMultiSelectFlags_SelectOnClick (default), ImGuiMultiSelectFlags_SelectOnClickRelease
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- ImGuiMultiSelectFlags_NavWrapX
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- Demo: Added "Examples->Assets Browser" demo.
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- Demo: Added "Widgets->Selection State & Multi-Select" section, with:
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- Multi-Select
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- Multi-Select (with clipper)
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- Multi-Select (with deletion)
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- Multi-Select (dual list box) (#6648)
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- Multi-Select (in a table)
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- Multi-Select (checkboxes)
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- Multi-Select (multiple scopes)
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- Multi-Select (tiled assert browser)
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- Multi-Select (trees) (#1861)
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- Multi-Select (advanced)
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- Inputs: added SetItemKeyOwner(ImGuiKey key) in public API.
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This is a simplified version of a more complete set of function available in imgui_internal.h.
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One common use-case for this is to allow your widgets to disable standard inputs behaviors such
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as Tab or Alt handling, Mouse Wheel scrolling, etc.
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(#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641)
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// Hovering or activating the button will disable mouse wheel default behavior to scroll
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InvisibleButton(...);
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SetItemKeyOwner(ImGuiKey_MouseWheelY);
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- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
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within a child window using ImGuiChildFlags_NavFlattened.
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- InputText: added '\' and '/' as word separator. (#7824, #7704) [@reduf]
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- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting
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open/close storage. Useful if needing to often read/write from storage without manipulating
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the ID stack. (#7553, #6990, #3823, #1131)
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- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from
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the hovered state. (#7820) [@rerilier]
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- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
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can use the clipper without knowing the amount of items beforehand. (#1311)
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In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) as the end of your iteration
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In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) at the end of your iteration
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loop to position the layout cursor correctly. This is done automatically if provided a count to Begin().
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- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
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- Style, TabBar: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
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thickness of the horizontal line over selected tabs. [@DctrNoob]
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- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
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- Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
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Debug log entries add a imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
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other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code.
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- Debug Tools: Debug Log: Added "Configure Outputs.." button. (#5855)
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- Demo: Reworked "Property Editor" demo in a manner that more ressemble the tree data and
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- Misc: added GetID(int) variant for consistency. (#7111)
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- Debug Tools:
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- Debug Log: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
|
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Printed entries include imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
|
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other configurable locations. Always call IMGUI_DEBUG_LOG() for maximum stripping in caller code.
|
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- Debug Log: Added "Configure Outputs.." button. (#5855)
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- Debug Log: Fixed incorrect checkbox layout when partially clipped.
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- Demo: Reworked "Property Editor" demo in a manner that more resemble the tree data and
|
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struct description data that a real application would want to use.
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- Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN.
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(#7768, #4858, #2622) [@Aemony]
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- Backends: SDL3: Update for API changes: SDL_GetClipboardText() string ownership change. (#7801)
|
||||
- Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
|
||||
- Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls]
|
||||
- Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename.
|
||||
- Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660)
|
||||
[@ypujante, @ocornut]
|
||||
- Backends; GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things
|
||||
not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard,
|
||||
workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support.
|
||||
(#7647) [@ypujante]
|
||||
- Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups
|
||||
"Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante]
|
||||
- Backends:
|
||||
- Backends: Win32: Fixed ImGuiMod_Super being mapped to VK_APPS instead of (VK_LWIN || VK_RWIN).
|
||||
(#7768, #4858, #2622) [@Aemony]
|
||||
- Backends: SDL3: Update for API changes: SDL_GetGamepads() memory ownership change. (#7807)
|
||||
- Backends: SDL3: Update for API changes: SDL_GetClipboardText() memory ownership change. (#7801)
|
||||
- Backends: SDL3: Update for API changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762)
|
||||
- Backends: SDL3: Update for API changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) [@wermipls]
|
||||
- Backends: SDL2,SDL3,OSX: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() rename.
|
||||
- Backends: GLFW,SDL2: Added io.PlatformOpenInShellFn handler for web/Emscripten versions. (#7660)
|
||||
[@ypujante, @ocornut]
|
||||
- Backends; GLFW+Emscripten: Added support for GLFW3 contrib port which fixes many of the things
|
||||
not supported by the embedded GLFW: gamepad support, mouse cursor shapes, copy to clipboard,
|
||||
workaround for Super/Meta key, different ways of resizing, multi-window (glfw/canvas) support.
|
||||
(#7647) [@ypujante]
|
||||
- Backends: GLFW+Emscripten: Fixed Emscripten warning when using mouse wheel on some setups
|
||||
"Unable to preventDefault inside passive event listener". (#7647, #7600) [@ypujante]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
45
external/imgui/imgui/docs/EXAMPLES.md
vendored
45
external/imgui/imgui/docs/EXAMPLES.md
vendored
@ -35,46 +35,13 @@ At shutdown:
|
||||
call ImGui::DestroyContext()
|
||||
```
|
||||
|
||||
Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
|
||||
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.
|
||||
|
||||
```cpp
|
||||
// Create a Dear ImGui context, setup some options
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
|
||||
|
||||
// Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
|
||||
ImGui_ImplWin32_Init(my_hwnd);
|
||||
ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
|
||||
|
||||
// Application main loop
|
||||
while (true)
|
||||
{
|
||||
// Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Any application code here
|
||||
ImGui::Text("Hello, world!");
|
||||
|
||||
// End of frame: render Dear ImGui
|
||||
ImGui::Render();
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
// Swap
|
||||
g_pSwapChain->Present(1, 0);
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
```
|
||||
|
||||
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
Please read the comments and instruction at the top of each file.
|
||||
Please read FAQ at https://www.dearimgui.com/faq
|
||||
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
|
||||
|
6
external/imgui/imgui/docs/README.md
vendored
6
external/imgui/imgui/docs/README.md
vendored
@ -13,7 +13,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
|
||||
<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) - [Integration](#integration) |
|
||||
| [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) - [Languages bindings & frameworks 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) |
|
||||
@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
||||
|
||||
**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.
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
|
||||
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
|
||||
@ -114,7 +114,7 @@ You should be able to build the examples from sources. If you don't, let us know
|
||||
|
||||
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
|
||||
|
||||
### Integration
|
||||
### Getting Started & Integration
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
|
||||
|
||||
|
Reference in New Issue
Block a user