From 6f7b7807ad9c3574293d5bf672978f145f8dc5d4 Mon Sep 17 00:00:00 2001 From: omar Date: Sun, 10 Jun 2018 16:14:43 +0200 Subject: [PATCH] Fixed Travis path + various paths in comments/documentations --- .travis.yml | 6 +++--- examples/README.txt | 6 +++--- examples/example_apple/README.md | 2 +- examples/example_apple/imguiex-ios/imgui_impl_ios.mm | 2 +- examples/example_glfw_opengl2/main.cpp | 2 +- examples/example_sdl_opengl2/main.cpp | 2 +- .../example_win32_directx10/example_win32_directx10.vcxproj | 2 +- .../example_win32_directx12/example_win32_directx12.vcxproj | 2 +- 8 files changed, 12 insertions(+), 12 deletions(-) diff --git a/.travis.yml b/.travis.yml index f4de9ecae..5bea91c41 100644 --- a/.travis.yml +++ b/.travis.yml @@ -26,6 +26,6 @@ before_install: fi script: - - make -C examples/opengl2_example - - make -C examples/opengl3_example - - make -C examples/sdl_opengl3_example + - make -C examples/example_glfw_opengl2 + - make -C examples/example_glfw_opengl3 + - make -C examples/example_sdl_opengl3 diff --git a/examples/README.txt b/examples/README.txt index 61a496f68..407cceb91 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -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 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. 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. @@ -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) - 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. 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/ OSX & iOS example + OpenGL2. 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. Synergy keyboard integration is rather hacky. diff --git a/examples/example_apple/README.md b/examples/example_apple/README.md index d414d1333..c2c8348b2 100644 --- a/examples/example_apple/README.md +++ b/examples/example_apple/README.md @@ -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. -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. diff --git a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm index 20ee14b8a..df2df27ce 100644 --- a/examples/example_apple/imguiex-ios/imgui_impl_ios.mm +++ b/examples/example_apple/imguiex-ios/imgui_impl_ios.mm @@ -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) // 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) -// 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) { // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index 6fa1bd2c0..9ead4ffce 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -3,7 +3,7 @@ // (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.)** -// **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. #include "imgui.h" diff --git a/examples/example_sdl_opengl2/main.cpp b/examples/example_sdl_opengl2/main.cpp index 5a4dbd4e7..441e75a35 100644 --- a/examples/example_sdl_opengl2/main.cpp +++ b/examples/example_sdl_opengl2/main.cpp @@ -3,7 +3,7 @@ // (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.)** -// **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. #include "imgui.h" diff --git a/examples/example_win32_directx10/example_win32_directx10.vcxproj b/examples/example_win32_directx10/example_win32_directx10.vcxproj index dc08d182a..df5a026ab 100644 --- a/examples/example_win32_directx10/example_win32_directx10.vcxproj +++ b/examples/example_win32_directx10/example_win32_directx10.vcxproj @@ -20,7 +20,7 @@ {345A953E-A004-4648-B442-DC5F9F11068C} - directx10_example + example_win32_directx10 diff --git a/examples/example_win32_directx12/example_win32_directx12.vcxproj b/examples/example_win32_directx12/example_win32_directx12.vcxproj index f27664e58..c82f00078 100644 --- a/examples/example_win32_directx12/example_win32_directx12.vcxproj +++ b/examples/example_win32_directx12/example_win32_directx12.vcxproj @@ -20,7 +20,7 @@ {b4cf9797-519d-4afe-a8f4-5141a6b521d3} - directx12_example + example_win32_directx12 10.0.16299.0