From 79e83d6535291f41430d900c8d71d7fd0e9b47f0 Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 29 Jul 2024 11:17:31 +0200 Subject: [PATCH] Docs: misc update. --- docs/BACKENDS.md | 38 +++++++++++++++++++------------------- docs/EXAMPLES.md | 45 ++++++--------------------------------------- docs/README.md | 6 +++--- 3 files changed, 28 insertions(+), 61 deletions(-) diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md index 88a96a6bd..55a0983dd 100644 --- a/docs/BACKENDS.md +++ b/docs/BACKENDS.md @@ -2,23 +2,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE ## Dear ImGui: Backends -**The backends/ folder contains backends for popular platforms/graphics API, which you can use in -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. - -- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
- 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. - -- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
- 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. - -- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
- 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. - -An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. -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. - -**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** +### Integrating backends +💡 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. +
The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read. ### What are backends? @@ -38,7 +25,7 @@ Dear ImGui is highly portable and only requires a few things to run and render, - Optional: multi-viewports support. etc. -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). +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). It is important to understand the difference between the core Dear ImGui library (files in the root folder) and the backends which we are describing here (backends/ folder). @@ -47,11 +34,24 @@ and the backends which we are describing here (backends/ folder). - You should be able to write backends for pretty much any platform and any 3D graphics API. e.g. you can get creative and use software rendering or render remotely on a different machine. +### Standard backends -### Integrating a backend +**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in +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. -See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details. +- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
+ 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. +- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
+ 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. + +- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
+ 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. + +An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. +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. + +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** ### List of backends diff --git a/docs/EXAMPLES.md b/docs/EXAMPLES.md index 4aa69a671..66ad24ef7 100644 --- a/docs/EXAMPLES.md +++ b/docs/EXAMPLES.md @@ -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 diff --git a/docs/README.md b/docs/README.md index 78cf2fea0..2c976341c 100644 --- a/docs/README.md +++ b/docs/README.md @@ -13,7 +13,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
  _E-mail: contact @ dearimgui dot com_
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.