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Fixed Travis path + various paths in comments/documentations

omar 7 năm trước cách đây
mục cha
commit
6f7b7807ad

+ 3 - 3
.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

+ 3 - 3
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.
 

+ 1 - 1
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.
 

+ 1 - 1
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

+ 1 - 1
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"

+ 1 - 1
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"

+ 1 - 1
examples/example_win32_directx10/example_win32_directx10.vcxproj

@@ -20,7 +20,7 @@
   </ItemGroup>
   <PropertyGroup Label="Globals">
     <ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
-    <RootNamespace>directx10_example</RootNamespace>
+    <RootNamespace>example_win32_directx10</RootNamespace>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

+ 1 - 1
examples/example_win32_directx12/example_win32_directx12.vcxproj

@@ -20,7 +20,7 @@
   </ItemGroup>
   <PropertyGroup Label="Globals">
     <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
-    <RootNamespace>directx12_example</RootNamespace>
+    <RootNamespace>example_win32_directx12</RootNamespace>
     <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />