87 lines
3.9 KiB
Plaintext
87 lines
3.9 KiB
Plaintext
Those are standalone ready-to-build applications to demonstrate ImGui.
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Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
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Third party languages and frameworks bindings: https://github.com/ocornut/imgui/wiki/Links
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(languages: C, .net, rust, D, Python, Lua..)
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(frameworks: DX12, Vulkan, Cinder, OpenGLES, openFrameworks, Cocos2d-x, SFML, Flexium, NanoRT, Irrlicht..)
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(extras: RemoteImGui, ImWindow, imgui_wm..)
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TL;DR;
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- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
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- Refer to 'opengl_example' to understand how the library is setup, it is the simplest one.
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The other examples requires more boilerplate and are harder to read.
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- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
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to your project and use them unmodified.
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- If you have your own engine, you probably want to start from 'opengl_example' and adapt it to
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your engine, but you can read the other examples as well.
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ImGui is highly portable and only requires a few things to run:
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- Providing mouse/keyboard inputs
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- Load the font atlas texture into graphics memory
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- Providing a render function to render indexed textured triangles
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- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
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So this is essentially what those examples are doing + the obligatory cruft for portability.
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Unfortunately in 2016 it is still tedious to create and maintain portable build files using external
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libraries (the kind we're using here to create a window and render 3D triangles) without relying on
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third party software. For most examples here I choose to provide:
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- Makefiles for Linux/OSX
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- Batch files for Visual Studio 2008+
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- A .sln project file for Visual Studio 2010+
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Please let me know if they don't work with your setup!
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You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
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directly with a command-line compiler.
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ImGui has zero frame of lag for most behaviors and one frame of lag for some behaviors.
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At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
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a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
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experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
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the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience
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to switch to a software rendered cursor when an interactive drag is in progress.
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Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
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leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
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opengl_example/
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OpenGL example, using GLFW + fixed pipeline.
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This is simple and should work for all OpenGL enabled applications.
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Prefer following this example to learn how ImGui works!
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(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
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by calling "glUseProgram(0)" before ImGui::Render.)
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opengl3_example/
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OpenGL example, using GLFW/GL3W + programmable pipeline.
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This uses more modern OpenGL calls and custom shaders. It's more messy.
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directx9_example/
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DirectX9 example, Windows only.
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directx10_example/
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DirectX10 example, Windows only.
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This is quite long and tedious, because: DirectX10.
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directx11_example/
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DirectX11 example, Windows only.
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This is quite long and tedious, because: DirectX11.
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apple_example/
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OSX & iOS example.
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On iOS, Using Synergy to access keyboard/mouse data from server computer.
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Synergy keyboard integration is rather hacky.
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sdl_opengl_example/
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SDL2 + OpenGL example.
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sdl_opengl_example/
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SDL2 + OpenGL3 example.
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allegro5_example/
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Allegro 5 example.
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marmalade_example/
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Marmalade example using IwGx
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vulkan_example/
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Vulkan example.
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This is quite long and tedious, because: Vulkan.
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