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Docs: added extraneous link to Getting Started section.

ocornut 1 рік тому
батько
коміт
3f9a90e2a3

+ 1 - 0
backends/imgui_impl_allegro5.h

@@ -25,6 +25,7 @@
 struct ALLEGRO_DISPLAY;
 union ALLEGRO_EVENT;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display);
 IMGUI_IMPL_API void     ImGui_ImplAllegro5_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplAllegro5_NewFrame();

+ 1 - 0
backends/imgui_impl_android.h

@@ -28,6 +28,7 @@
 struct ANativeWindow;
 struct AInputEvent;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplAndroid_Init(ANativeWindow* window);
 IMGUI_IMPL_API int32_t  ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event);
 IMGUI_IMPL_API void     ImGui_ImplAndroid_Shutdown();

+ 1 - 0
backends/imgui_impl_dx10.h

@@ -19,6 +19,7 @@
 
 struct ID3D10Device;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplDX10_Init(ID3D10Device* device);
 IMGUI_IMPL_API void     ImGui_ImplDX10_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplDX10_NewFrame();

+ 1 - 0
backends/imgui_impl_dx11.h

@@ -20,6 +20,7 @@
 struct ID3D11Device;
 struct ID3D11DeviceContext;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
 IMGUI_IMPL_API void     ImGui_ImplDX11_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplDX11_NewFrame();

+ 2 - 0
backends/imgui_impl_dx12.h

@@ -27,6 +27,8 @@ struct ID3D12GraphicsCommandList;
 struct D3D12_CPU_DESCRIPTOR_HANDLE;
 struct D3D12_GPU_DESCRIPTOR_HANDLE;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
+
 // cmd_list is the command list that the implementation will use to render imgui draw lists.
 // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
 // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.

+ 1 - 0
backends/imgui_impl_dx9.h

@@ -19,6 +19,7 @@
 
 struct IDirect3DDevice9;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplDX9_Init(IDirect3DDevice9* device);
 IMGUI_IMPL_API void     ImGui_ImplDX9_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplDX9_NewFrame();

+ 1 - 0
backends/imgui_impl_glfw.h

@@ -24,6 +24,7 @@
 struct GLFWwindow;
 struct GLFWmonitor;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
 IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
 IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);

+ 1 - 0
backends/imgui_impl_glut.h

@@ -26,6 +26,7 @@
 #ifndef IMGUI_DISABLE
 #include "imgui.h"      // IMGUI_IMPL_API
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplGLUT_Init();
 IMGUI_IMPL_API void     ImGui_ImplGLUT_InstallFuncs();
 IMGUI_IMPL_API void     ImGui_ImplGLUT_Shutdown();

+ 2 - 0
backends/imgui_impl_metal.h

@@ -25,6 +25,7 @@
 @class MTLRenderPassDescriptor;
 @protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id<MTLDevice> device);
 IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
 IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor);
@@ -51,6 +52,7 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();
 #include <Metal/Metal.hpp>
 #ifndef __OBJC__
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);
 IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown();
 IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor);

+ 1 - 0
backends/imgui_impl_opengl2.h

@@ -24,6 +24,7 @@
 #include "imgui.h"      // IMGUI_IMPL_API
 #ifndef IMGUI_DISABLE
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_Init();
 IMGUI_IMPL_API void     ImGui_ImplOpenGL2_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplOpenGL2_NewFrame();

+ 1 - 1
backends/imgui_impl_opengl3.h

@@ -29,7 +29,7 @@
 #include "imgui.h"      // IMGUI_IMPL_API
 #ifndef IMGUI_DISABLE
 
-// Backend API
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame();

+ 2 - 0
backends/imgui_impl_osx.h

@@ -27,6 +27,7 @@
 @class NSEvent;
 @class NSView;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplOSX_Init(NSView* _Nonnull view);
 IMGUI_IMPL_API void     ImGui_ImplOSX_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
@@ -41,6 +42,7 @@ IMGUI_IMPL_API void     ImGui_ImplOSX_NewFrame(NSView* _Nullable view);
 // #include <AppKit/AppKit.hpp>
 #ifndef __OBJC__
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplOSX_Init(void* _Nonnull view);
 IMGUI_IMPL_API void     ImGui_ImplOSX_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplOSX_NewFrame(void* _Nullable view);

+ 1 - 0
backends/imgui_impl_sdl2.h

@@ -27,6 +27,7 @@ struct SDL_Renderer;
 struct _SDL_GameController;
 typedef union SDL_Event SDL_Event;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);

+ 1 - 0
backends/imgui_impl_sdl3.h

@@ -28,6 +28,7 @@ struct SDL_Renderer;
 struct SDL_Gamepad;
 typedef union SDL_Event SDL_Event;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
 IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForD3D(SDL_Window* window);

+ 1 - 0
backends/imgui_impl_sdlrenderer2.h

@@ -25,6 +25,7 @@
 
 struct SDL_Renderer;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
 IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_NewFrame();

+ 1 - 0
backends/imgui_impl_sdlrenderer3.h

@@ -25,6 +25,7 @@
 
 struct SDL_Renderer;
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
 IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_NewFrame();

+ 1 - 1
backends/imgui_impl_vulkan.h

@@ -98,7 +98,7 @@ struct ImGui_ImplVulkan_InitInfo
     VkDeviceSize                    MinAllocationSize;      // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
 };
 
-// Called by user code
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool         ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
 IMGUI_IMPL_API void         ImGui_ImplVulkan_Shutdown();
 IMGUI_IMPL_API void         ImGui_ImplVulkan_NewFrame();

+ 1 - 0
backends/imgui_impl_wgpu.h

@@ -37,6 +37,7 @@ struct ImGui_ImplWGPU_InitInfo
     }
 };
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info);
 IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
 IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();

+ 1 - 0
backends/imgui_impl_win32.h

@@ -20,6 +20,7 @@
 #include "imgui.h"      // IMGUI_IMPL_API
 #ifndef IMGUI_DISABLE
 
+// Follow "Getting Started" link and check examples/ folder to learn about using backends!
 IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);
 IMGUI_IMPL_API bool     ImGui_ImplWin32_InitForOpenGL(void* hwnd);
 IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown();