aboutsummaryrefslogtreecommitdiffstats
path: root/3rdparty/imgui/examples/README.txt
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/imgui/examples/README.txt')
-rw-r--r--3rdparty/imgui/examples/README.txt230
1 files changed, 230 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/README.txt b/3rdparty/imgui/examples/README.txt
new file mode 100644
index 00000000..1ee91492
--- /dev/null
+++ b/3rdparty/imgui/examples/README.txt
@@ -0,0 +1,230 @@
+-----------------------------------------------------------------------
+ examples/README.txt
+ (This is the README file for the examples/ folder. See docs/ for more documentation)
+-----------------------------------------------------------------------
+
+Dear ImGui is highly portable and only requires a few things to run and render:
+
+ - Providing mouse/keyboard inputs
+ - Uploading the font atlas texture into graphics memory
+ - Providing a render function to render indexed textured triangles
+ - Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
+
+This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
+
+It is important to understand the difference between the core Dear ImGui library (files in the root folder)
+and examples bindings which we are describing here (examples/ folder).
+You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
+effort you can even perform the rendering remotely, on a different machine than the one running the logic.
+
+This folder contains two things:
+
+ - Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
+ They are the imgui_impl_XXXX files found in the examples/ folder.
+
+ - Example applications (standalone, ready-to-build) using the aforementioned bindings.
+ They are the in the XXXX_example/ sub-folders.
+
+You can find binaries of some of those example applications at:
+ http://www.miracleworld.net/imgui/binaries
+
+
+---------------------------------------
+ MISC COMMENTS AND SUGGESTIONS
+---------------------------------------
+
+ - 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.
+
+ - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
+ to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
+ 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.
+
+ - Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
+ However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
+ and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
+ You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
+ to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
+ at 60 FPS will feel slow. It might be beneficial to 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 lag depending on their settings.
+ If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
+ application drawing a shape directly under the mouse cursor.
+
+
+---------------------------------------
+ EXAMPLE BINDINGS
+---------------------------------------
+
+Most the example bindings are split in 2 parts:
+
+ - The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
+ Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
+
+ - The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
+ 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 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).
+
+ - If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
+ your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
+ first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
+ imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
+ In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
+
+ Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
+ system layered over DirectX11.
+ Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
+ Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
+ using your own functions, etc.
+ Please consider using the bindings to the lower-level platform/graphics API as-is.
+
+ Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
+ Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
+ This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
+ works and is bound, you can rewrite the code using your own systems.
+
+ - Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
+ seamlessly detached from the main application window. This is achieved using an extra layer to the
+ platform and renderer bindings, which allows imgui to communicate platform-specific requests.
+ If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
+ improvements and fixes related to viewports and platform windows without extra work on your side.
+
+
+List of Platforms Bindings in this repository:
+
+ imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
+ imgui_impl_osx.mm ; macOS native API
+ imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
+ imgui_impl_win32.cpp ; Win32 native API (Windows)
+ imgui_impl_freeglut.cpp ; FreeGLUT (if you really miss the 90's)
+
+List of Renderer Bindings in this repository:
+
+ imgui_impl_dx9.cpp ; DirectX9
+ imgui_impl_dx10.cpp ; DirectX10
+ imgui_impl_dx11.cpp ; DirectX11
+ imgui_impl_dx12.cpp ; DirectX12
+ imgui_impl_metal.mm ; Metal (with ObjC)
+ imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
+ imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
+ imgui_impl_vulkan.cpp ; Vulkan
+
+List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
+
+ imgui_impl_allegro5.cpp
+ imgui_impl_marmalade.cpp
+
+Third-party framework, graphics API and languages bindings are listed at:
+
+ https://github.com/ocornut/imgui/wiki/Bindings
+
+ Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
+ Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
+ OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
+ Miscellaneous: Software Renderer, RemoteImgui, etc.
+
+
+---------------------------------------
+ EXAMPLE APPLICATIONS
+---------------------------------------
+
+Building:
+ Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
+ libraries (the kind we're using here to create a window and render 3D triangles) without relying on
+ third party software. For most examples here I choose to provide:
+ - Makefiles for Linux/OSX
+ - Batch files for Visual Studio 2008+
+ - A .sln project file for Visual Studio 2010+
+ - Xcode project files for the Apple examples
+ Please let me know if they don't work with your setup!
+ You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
+ directly with a command-line compiler.
+
+
+example_win32_directx9/
+ DirectX9 example, Windows only.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
+
+example_win32_directx10/
+ DirectX10 example, Windows only.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
+
+example_win32_directx11/
+ DirectX11 example, Windows only.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
+
+example_win32_directx12/
+ DirectX12 example, Windows only.
+ This is quite long and tedious, because: DirectX12.
+ = main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
+
+example_apple_metal/
+ OSX & iOS + Metal.
+ It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = game template + imgui_impl_osx.mm + imgui_impl_metal.mm
+
+example_apple_opengl2/
+ OSX + OpenGL2.
+ (NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
+ = main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
+
+example_glfw_opengl2/
+ **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+ **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
+ GLFW + OpenGL2 example (legacy, fixed pipeline).
+ This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+ If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+ make things more complicated, will require your code to reset many OpenGL attributes to their initial
+ state, and might confuse your GPU driver. One star, not recommended.
+ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
+
+example_glfw_opengl3/
+ GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline, binding modern functions with GL3W).
+ This uses more modern OpenGL calls and custom shaders.
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
+
+example_glfw_vulkan/
+ GLFW (Win32, Mac, Linux) + Vulkan example.
+ This is quite long and tedious, because: Vulkan.
+ = main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
+
+example_sdl_opengl2/
+ **DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
+ **Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
+ SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
+ This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
+ If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+ make things more complicated, will require your code to reset many OpenGL attributes to their initial
+ state, and might confuse your GPU driver. One star, not recommended.
+ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
+
+example_sdl_opengl3/
+ SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
+ This uses more modern OpenGL calls and custom shaders.
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
+ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
+
+example_sdl_vulkan/
+ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
+ This is quite long and tedious, because: Vulkan.
+ = main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
+
+example_allegro5/
+ Allegro 5 example.
+ = main.cpp + imgui_impl_allegro5.cpp
+
+example_freeglut_opengl2/
+ FreeGLUT + OpenGL2.
+ = main.cpp + imgui_impl_freeglut.cpp + imgui_impl_opengl2.cpp
+
+example_marmalade/
+ Marmalade example using IwGx.
+ = main.cpp + imgui_impl_marmalade.cpp