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@@ -1,33 +1,14 @@
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-----------------------------------------------------------------------
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dear imgui, v1.80 WIP
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+ Examples applications
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-----------------------------------------------------------------------
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- examples/README.txt
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- (This is the README file for the examples/ folder. See docs/ for more documentation)
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+ (See docs/ and backends/ for more documentation)
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-----------------------------------------------------------------------
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-Dear ImGui is highly portable and only requires a few things to run and render:
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+This folder contains example applications (standalone, ready-to-build) for variety of
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+platforms and graphics APIs. They all use standard backends from the backends/ folder.
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- - Providing mouse/keyboard inputs
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- - Uploading 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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-
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-This is essentially what the example backends in this folder are providing + obligatory portability cruft.
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-
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-It is important to understand the difference between the core Dear ImGui library (files in the root folder)
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-and examples backends which we are describing here (examples/ folder).
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-You should be able to write backends for pretty much any platform and any 3D graphics API. With some extra
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-effort you can even perform the rendering remotely, on a different machine than the one running the logic.
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-
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-This folder contains two things:
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-
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- - Example backends for popular platforms/graphics API, which you can use as is or adapt for your own use.
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- They are the imgui_impl_XXXX files found in the examples/ folder.
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-
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- - Example applications (standalone, ready-to-build) using the aforementioned backends.
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- They are the in the XXXX_example/ sub-folders.
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-
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-You can find binaries of some of those example applications at:
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+You can find Windows binaries for some of those example applications at:
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http://www.dearimgui.org/binaries
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@@ -35,144 +16,72 @@ You can find binaries of some of those example applications at:
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GETTING STARTED
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---------------------------------------
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- - Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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- Please read the comments and instruction at the top of each file.
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- Please read FAQ at http://www.dearimgui.org/faq
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-
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- - If you are using of the backend provided here, you can add the imgui_impl_xxx.cpp/h files
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- to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
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- Changelog at the top of the .cpp files, so if you want to update them later it will be easier to
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- catch up with what changed.
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-
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- - Dear ImGui has no particular extra lag for most behaviors, e.g. the value of 'io.MousePos' provided in
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- NewFrame() will result at the time of EndFrame()/Render() in a moved windows rendered following that mouse
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- movement. At 60 FPS your experience should be pleasant.
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- However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
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- path and will feel smoother than the majority of contents rendererd via regular graphics API (including,
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- but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane as
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- the mouse, that disconnect may be jarring to particularly sensitive users.
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- You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
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- using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
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- regularly rendered software cursor.
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- However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
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- all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
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- when an interactive drag is in progress.
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- Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
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- If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
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- drawing a flat 2D shape directly under the mouse cursor.
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-
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-
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----------------------------------------
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- EXAMPLE BACKENDS
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----------------------------------------
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-
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-Most the example backends are split in 2 parts:
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-
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- - The "Platform" backends, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
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- Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
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-
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- - The "Renderer" backends, in charge of: creating the main font texture, rendering imgui draw data.
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- Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
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-
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- - The example _applications_ usually combine 1 platform + 1 renderer backend to create a working program.
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- Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
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-
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- - Some backends for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
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- This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
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-
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- - If you use your own engine, you may decide to use some of existing backends and/or rewrite some using
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- your own API. As a recommendation, if you are new to Dear ImGui, try using the existing backend as-is
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- first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
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- imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
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- In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
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-
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- Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
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- system layered over DirectX11.
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- Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
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- Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
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- using your own functions, etc.
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- Please consider using the backends to the lower-level platform/graphics API as-is.
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-
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- Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
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- Suggestion: step 1: try using a non-portable backend first (e.g. win32 + underlying graphics API)!
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- This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
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- works and is bound, you can rewrite the code using your own systems.
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-
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- - Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
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- seamlessly detached from the main application window. This is achieved using an extra layer to the
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- platform and renderer backends, which allows Dear ImGui to communicate platform-specific requests.
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- If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
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- improvements and fixes related to viewports and platform windows without extra work on your side.
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-
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-
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-List of Platforms Backends in this repository:
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-
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- imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
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- imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
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- imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
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- imgui_impl_win32.cpp ; Win32 native API (Windows)
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- imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
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-
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-List of Renderer Backends in this repository:
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-
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- imgui_impl_dx9.cpp ; DirectX9
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- imgui_impl_dx10.cpp ; DirectX10
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- imgui_impl_dx11.cpp ; DirectX11
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- imgui_impl_dx12.cpp ; DirectX12
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- imgui_impl_metal.mm ; Metal (with ObjC)
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- imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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- imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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- imgui_impl_vulkan.cpp ; Vulkan
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-
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-List of high-level Frameworks Backends in this repository: (combine Platform + Renderer)
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-
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- imgui_impl_allegro5.cpp
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- imgui_impl_marmalade.cpp
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-
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-Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
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-imgui_impl_opengl3.cpp, but other combinations are possible.
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-
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-Third-party framework, graphics API and languages backends are listed at:
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-
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- https://github.com/ocornut/imgui/wiki/Bindings
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-
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-Including backends for:
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-
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- AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium,
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- GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib,
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- Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol,
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- Unreal Engine 4, vtk, Win32 GDI, etc.
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-
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-Not sure which to use?
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-Recommended platform/frameworks:
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-
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- GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
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- SDL2 https://www.libsdl.org Use imgui_impl_sdl.cpp
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- Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
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-
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-Those will allow you to create portable applications and will solve and abstract away many issues.
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+Integration in a typical existing application, should take <20 lines when using standard backends.
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+
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+ At initialization:
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+ call ImGui::CreateContext()
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+ call ImGui_ImplXXXX_Init() for each backend.
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+
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+ At the beginning of your frame:
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+ call ImGui_ImplXXXX_NewFrame() for each backend.
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+ call ImGui::NewFrame()
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+
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+ At the end of your frame:
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+ call ImGui::Render()
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+ call ImGui_ImplXXXX_RenderDrawData() for your Renderer backend.
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+
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+ At shutdown:
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+ call ImGui_ImplXXXX_Shutdown() for each backend.
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+ call ImGui::DestroyContext()
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+
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+Example (using backends/imgui_impl_win32.cpp + backends/imgui_impl_dx11.cpp):
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+
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+ // Create a Dear ImGui context, setup some options
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+ ImGui::CreateContext();
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+ ImGuiIO& io = ImGui::GetIO();
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+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable some options
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+
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+ // Initialize Platform + Renderer backends (here: using imgui_impl_win32.cpp + imgui_impl_dx11.cpp)
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+ ImGui_ImplWin32_Init(my_hwnd);
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+ ImGui_ImplDX11_Init(my_d3d_device, my_d3d_device_context);
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+
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+ // Application main loop
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+ while (true)
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+ {
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+ // Beginning of frame: update Renderer + Platform backend, start Dear ImGui frame
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+ ImGui_ImplDX11_NewFrame();
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+ ImGui_ImplWin32_NewFrame();
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+ ImGui::NewFrame();
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+
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+ // Any application code here
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+ ImGui::Text("Hello, world!");
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+
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+ // End of frame: render Dear ImGui
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+ ImGui::Render();
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+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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+
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+ // Swap
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+ g_pSwapChain->Present(1, 0);
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+ }
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+
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+ // Shutdown
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+ ImGui_ImplDX11_Shutdown();
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+ ImGui_ImplWin32_Shutdown();
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+ ImGui::DestroyContext();
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+
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+Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
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+Please read the comments and instruction at the top of each file.
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+Please read FAQ at http://www.dearimgui.org/faq
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+
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+If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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+files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
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+Changelog, so if you want to update them later it will be easier to catch up with what changed.
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---------------------------------------
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EXAMPLE APPLICATIONS
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---------------------------------------
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-Building:
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- Unfortunately in 2020 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 we 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 2012+
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- - Xcode project files for the Apple examples
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- Please let us 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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-
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- If you are interested in using Cmake to build and links examples, see:
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- https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
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-
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-
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example_allegro5/
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Allegro 5 example.
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= main.cpp + imgui_impl_allegro5.cpp
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@@ -290,3 +199,45 @@ example_win32_directx12/
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DirectX12 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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This is quite long and tedious, because: DirectX12.
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+
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+
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+---------------------------------------
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+ MISCELLANEOUS
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+---------------------------------------
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+
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+Building:
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+ Unfortunately in 2020 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 we 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 2012+
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+ - Xcode project files for the Apple examples
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+ Please let us 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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+
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+ If you are interested in using Cmake to build and links examples, see:
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+ https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
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+
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+Things feeling laggy?
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+
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+ Dear ImGui has no particular extra lag for most behaviors,
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+ e.g. the value of 'io.MousePos' provided at the time of NewFrame() will result in windows being moved
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|
+ to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience should be pleasant.
|
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|
+
|
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+ However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
|
|
|
+ path and will feel smoother than the majority of contents rendered via regular graphics API (including,
|
|
|
+ but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
|
|
|
+ as the mouse, that disconnect may be jarring to particularly sensitive users.
|
|
|
+ You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
|
|
|
+ using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
|
|
|
+ regularly rendered software cursor.
|
|
|
+ However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
|
|
|
+ all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
|
|
|
+ when an interactive drag is in progress.
|
|
|
+
|
|
|
+ Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
|
|
|
+ If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
|
|
|
+ drawing a flat 2D shape directly under the mouse cursor!
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|
|
+
|