Examples Readme and Changelog tweaks, added #2527, re-ordered examples/README alphabetically.
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@ -34,8 +34,9 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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Breaking Changes:
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- ImDrawList: Fixed rectangles with thick lines (>1.0f) not being as thick as requested. (#2518)
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If you have custom rendering using thick lines, they will appear thicker now.
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- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
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up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
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they will appear a little thicker now. (#2518) [@rmitton]
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- Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead.
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Kept inline redirection function.
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- Examples: Vulkan: Added MinImageCount/ImageCount fields in ImGui_ImplVulkan_InitInfo, required
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@ -50,8 +51,8 @@ Other Changes:
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Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each
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renderer code setting up initial render state has been moved to a function so it could be
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called at the start of rendering and when a ResetRenderState is requested. [@ocornut, @bear24rw]
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- InputText: Fixed selection background starts rendering one frame after the cursor movement
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when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
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- InputText: Fixed selection background rendering one frame after the cursor movement when
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first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul]
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- InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
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- InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted
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if the back-end provided both Key and Character input. (#2467, #1336)
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@ -68,7 +69,7 @@ Other Changes:
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highlight from parent menu items earlier than necessary while approaching the child menu.
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- Window: Close button is horizontally aligned with style.FramePadding.x.
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- Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active.
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- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, 2530)
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- Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530)
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- Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening,
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instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517)
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Among other things, this allows opening a popup while no window are focused, and pressing Escape to
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@ -97,8 +98,9 @@ Other Changes:
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- Demo: Improved trees in columns demo.
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- Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized
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GL function loaders early, and help users understand what they are missing. (#2421)
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- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
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- Examples: SDL: Added support for SDL_GameController gamepads (enable with ImGuiConfigFlags_NavEnableGamepad). (#2509) [@DJLink]
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- Examples: Emscripten: Added Emscripten+SDL+GLES2 example. (#2494, #2492, #2351, #336) [@nicolasnoble, @redblobgames]
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- Examples: Metal: Added Glfw+Metal example. (#2527) [@bear24rw]
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- Examples: OpenGL3: Minor tweaks + not calling glBindBuffer more than necessary in the render loop.
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- Examples: Vulkan: Fixed in-flight buffers issues when using multi-viewports. (#2461, #2348, #2378, #2097)
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- Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int).
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@ -91,7 +91,7 @@ Most the example bindings are split in 2 parts:
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This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
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works and is bound, you can rewrite the code using your own systems.
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- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
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- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
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seamlessly detached from the main application window. This is achieved using an extra layer to the
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platform and renderer bindings, which allows imgui to communicate platform-specific requests.
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If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
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@ -101,7 +101,7 @@ Most the example bindings are split in 2 parts:
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List of Platforms Bindings in this repository:
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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imgui_impl_osx.mm ; macOS native API
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
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imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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imgui_impl_win32.cpp ; Win32 native API (Windows)
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (not recommended unless really miss the 90's)
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@ -151,40 +151,33 @@ Building:
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directly with a command-line compiler.
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example_win32_directx9/
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DirectX9 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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example_win32_directx10/
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DirectX10 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
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example_win32_directx11/
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DirectX11 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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example_win32_directx12/
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DirectX12 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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This is quite long and tedious, because: DirectX12.
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example_allegro5/
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Allegro 5 example.
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= main.cpp + imgui_impl_allegro5.cpp
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example_apple_metal/
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OSX & iOS + Metal.
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= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
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You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
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example_apple_opengl2/
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OSX + OpenGL2.
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= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
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(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
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You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
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example_empscripten:
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Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
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Note that other examples based on SDL or GLFW + GL could easily be modified to work with Emscripten.
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Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
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We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
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example_glfw_metal/
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GLFW (Mac) + Vulkan example.
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= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
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example_glfw_opengl2/
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
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@ -200,12 +193,24 @@ example_glfw_opengl3/
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
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source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
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from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
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example_glfw_vulkan/
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GLFW (Win32, Mac, Linux) + Vulkan example.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
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This is quite long and tedious, because: Vulkan.
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example_glut_opengl2/
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GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
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= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
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Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
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example_marmalade/
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Marmalade example using IwGx.
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= main.cpp + imgui_impl_marmalade.cpp
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example_sdl_opengl2/
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
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@ -221,20 +226,28 @@ example_sdl_opengl3/
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
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source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
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from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
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example_sdl_vulkan/
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
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This is quite long and tedious, because: Vulkan.
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example_allegro5/
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Allegro 5 example.
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= main.cpp + imgui_impl_allegro5.cpp
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example_win32_directx9/
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DirectX9 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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example_glut_opengl2/
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GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
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= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
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example_win32_directx10/
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DirectX10 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
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example_marmalade/
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Marmalade example using IwGx.
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= main.cpp + imgui_impl_marmalade.cpp
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example_win32_directx11/
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DirectX11 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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example_win32_directx12/
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DirectX12 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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This is quite long and tedious, because: DirectX12.
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@ -3,6 +3,7 @@
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// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// !!! Prefer using GLFW Or SDL instead!
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#include "imgui.h"
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#include "../imgui_impl_glut.h"
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// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// !!! Prefer using GLFW or SDL instead!
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
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// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
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// !!! Prefer using GLFW or SDL instead!
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// Issues:
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// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
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@ -369,7 +369,7 @@ CODE
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2019/04/29 (1.70) - fixed ImDrawList rectangles with thick lines (>1.0f) not being as thick as requested. If you have custom rendering using rectangles with thick lines, they will appear thicker now.
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- 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
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- 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
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- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
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- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
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