Examples: Renamed example folders. (#1870)
@@ -16,10 +16,10 @@ build/*
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*.VC.VC.opendb
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## Unix executables
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opengl2_example/opengl2_example
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opengl3_example/opengl3_example
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sdl_opengl2_example/sdl_opengl2_example
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sdl_opengl3_example/sdl_opengl3_example
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example_glfw_opengl2/example_glfw_opengl2
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example_glfw_opengl3/example_glfw_opengl3
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example_sdl_opengl2/example_sdl_opengl2
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example_sdl_opengl3/example_sdl_opengl3
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## Dear ImGui Ini files
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imgui.ini
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@@ -153,47 +153,47 @@ Building:
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directly with a command-line compiler.
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directx9_example/
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example_win32_directx9/
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DirectX9 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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directx10_example/
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example_win32_directx10/
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DirectX10 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
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directx11_example/
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example_win32_directx11/
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DirectX11 example, Windows only.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
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directx12_example/
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example_win32_directx12/
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DirectX12 example, Windows only.
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This is quite long and tedious, because: DirectX12.
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
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opengl2_example/
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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using the code in the opengl3_example/ folder**
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GLFW + OpenGL example (legacy, fixed pipeline).
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example_glfw_opengl2/
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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GLFW + OpenGL2 example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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make things more complicated, will require your code to reset many OpenGL attributes to their initial
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state, and might confuse your GPU driver. One star, not recommended.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
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opengl3_example/
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GLFW (Win32, Mac, Linux) + OpenGL example (programmable pipeline, binding modern functions with GL3W).
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example_glfw_opengl3/
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GLFW (Win32, Mac, Linux) + OpenGL3+ example (programmable pipeline, binding modern functions with GL3W).
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
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vulkan_example/
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Vulkan example.
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example_glfw_vulkan/
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GLFW (Win32, Mac, Linux) + Vulkan example.
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This is quite long and tedious, because: Vulkan.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
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sdl_opengl2_example/
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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using the code in the sdl_opengl3_example/ folder**
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example_sdl_opengl2/
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**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
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SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
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@@ -201,28 +201,28 @@ sdl_opengl2_example/
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state, and might confuse your GPU driver. One star, not recommended.
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
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sdl_opengl3_example/
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3 example.
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example_sdl_opengl3/
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SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+ example.
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This uses more modern OpenGL calls and custom shaders.
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp
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sdl_vulkan_example/
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example_sdl_vulkan/
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SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
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This is quite long and tedious, because: Vulkan.
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
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apple_example/
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example_apple/
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OSX & iOS example + OpenGL2.
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THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
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Consider using the opengl3_example/ instead.
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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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allegro5_example/
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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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marmalade_example/
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Marmalade example using IwGx
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example_marmalade/
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Marmalade example using IwGx.
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= main.cpp + imgui_impl_marmalade.cpp
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@@ -12,12 +12,12 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
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- On Ubuntu 14.04+
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```bash
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g++ -DIMGUI_USER_CONFIG=\"examples/allegro5_example/imconfig_allegro5.h\" -I .. -I ../.. main.cpp imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
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g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
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```
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- On Windows with Visual Studio's CLI
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```
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set ALLEGRODIR=path_to_your_allegro5_folder
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cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/allegro5_example/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
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cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
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```
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@@ -2,6 +2,8 @@
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## Introduction
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THIS EXAMPLE HAS NOT BEEN MAINTAINED PROPERLY AND NEEDS A MAINTAINER.
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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.
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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.
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Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 3.9 KiB |
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Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 5.8 KiB |
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Before Width: | Height: | Size: 4.8 KiB After Width: | Height: | Size: 4.8 KiB |
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Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.5 KiB |
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Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
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Before Width: | Height: | Size: 5.8 KiB After Width: | Height: | Size: 5.8 KiB |
@@ -14,7 +14,7 @@
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#CXX = g++
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#CXX = clang++
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EXE = opengl2_example
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EXE = example_glfw_opengl2
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SOURCES = main.cpp
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SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
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@@ -1,3 +1,3 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/opengl2_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
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cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
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@@ -20,7 +20,7 @@
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
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<RootNamespace>opengl2_example</RootNamespace>
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<RootNamespace>example_glfw_opengl2</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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@@ -14,7 +14,7 @@
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#CXX = g++
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#CXX = clang++
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EXE = opengl3_example
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EXE = example_glfw_opengl3
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SOURCES = main.cpp
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SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
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@@ -1,3 +1,3 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/opengl_example3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
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cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib
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@@ -20,7 +20,7 @@
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
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<RootNamespace>opengl3_example</RootNamespace>
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<RootNamespace>example_glfw_opengl3</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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@@ -1,5 +1,5 @@
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cmake_minimum_required(VERSION 2.8)
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project(ImGuiGLFWVulkanExample C CXX)
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project(imgui_example_glfw_vulkan C CXX)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
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@@ -32,5 +32,5 @@ include_directories(${GLFW_DIR}/deps)
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file(GLOB sources *.cpp)
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add_executable(vulkan_example ${sources} ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
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target_link_libraries(vulkan_example ${LIBRARIES})
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add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
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target_link_libraries(example_glfw_vulkan ${LIBRARIES})
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@@ -0,0 +1,7 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
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mkdir Release
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cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
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@@ -0,0 +1,7 @@
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@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
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mkdir Debug
|
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cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
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mkdir Release
|
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cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
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@@ -20,7 +20,7 @@
|
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</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid>
|
||||
<RootNamespace>vulkan_example</RootNamespace>
|
||||
<RootNamespace>example_glfw_vulkan</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
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