From 295ada036489f1ca226be46f57f6de387979e36e Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 17 Jan 2019 18:04:35 +0100 Subject: [PATCH] Examples: Win32: Using wc.lpszClassName instead of duplicating the literal. + tweak README format. --- examples/README.txt | 24 +++++++++++------------ examples/example_win32_directx10/main.cpp | 6 +++--- examples/example_win32_directx11/main.cpp | 6 +++--- examples/example_win32_directx12/main.cpp | 6 +++--- examples/example_win32_directx9/main.cpp | 8 ++++---- 5 files changed, 25 insertions(+), 25 deletions(-) diff --git a/examples/README.txt b/examples/README.txt index 1ee914925..3039f8213 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -161,61 +161,61 @@ example_win32_directx11/ example_win32_directx12/ DirectX12 example, Windows only. - This is quite long and tedious, because: DirectX12. = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp + This is quite long and tedious, because: DirectX12. example_apple_metal/ OSX & iOS + Metal. + = main.m + imgui_impl_osx.mm + imgui_impl_metal.mm It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) - = game template + imgui_impl_osx.mm + imgui_impl_metal.mm example_apple_opengl2/ OSX + OpenGL2. - (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp + (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.) example_glfw_opengl2/ + GLFW + OpenGL2 example (legacy, fixed pipeline). + = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** - GLFW + OpenGL2 example (legacy, fixed pipeline). 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 OpenGL calls, using this renderer is likely to make things more complicated, will require your code to reset many OpenGL attributes to their initial state, and might confuse your GPU driver. One star, not recommended. - = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp example_glfw_opengl3/ - GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W). + GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline). + = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp This uses more modern OpenGL calls and custom shaders. Prefer using that if you are using modern OpenGL in your application (anything with shaders). - = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp example_glfw_vulkan/ GLFW (Win32, Mac, Linux) + Vulkan example. - This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp + This is quite long and tedious, because: Vulkan. example_sdl_opengl2/ + SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)** - SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline). 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 OpenGL calls, using this renderer is likely to make things more complicated, will require your code to reset many OpenGL attributes to their initial state, and might confuse your GPU driver. One star, not recommended. - = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp example_sdl_opengl3/ SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. + = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp This uses more modern OpenGL calls and custom shaders. Prefer using that if you are using modern OpenGL in your application (anything with shaders). - = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp example_sdl_vulkan/ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. - This is quite long and tedious, because: Vulkan. = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp + This is quite long and tedious, because: Vulkan. example_allegro5/ Allegro 5 example. diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index d62293352..1bd358c19 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -96,13 +96,13 @@ int main(int, char**) // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } @@ -218,7 +218,7 @@ int main(int, char**) CleanupDeviceD3D(); DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index eb06ac59c..ee5a4eaf6 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -99,13 +99,13 @@ int main(int, char**) // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } @@ -222,7 +222,7 @@ int main(int, char**) CleanupDeviceD3D(); DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 285fd8211..cb5895dea 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -272,13 +272,13 @@ int main(int, char**) // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } @@ -424,7 +424,7 @@ int main(int, char**) CleanupDeviceD3D(); DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index a7d5173c0..0f4c3a25a 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -49,13 +49,13 @@ int main(int, char**) // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); - HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D LPDIRECT3D9 pD3D; if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) { - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } ZeroMemory(&g_d3dpp, sizeof(g_d3dpp)); @@ -71,7 +71,7 @@ int main(int, char**) if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) { pD3D->Release(); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; } @@ -200,7 +200,7 @@ int main(int, char**) if (g_pd3dDevice) g_pd3dDevice->Release(); if (pD3D) pD3D->Release(); DestroyWindow(hwnd); - UnregisterClass(_T("ImGui Example"), wc.hInstance); + UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; }