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@ -2,23 +2,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
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## Dear ImGui: Backends
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**The backends/ folder contains backends for popular platforms/graphics API, which you can use in
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your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
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- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
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e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
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- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
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e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
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- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
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e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
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An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
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For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
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**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
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### Integrating backends
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💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application.
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<BR> The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read.
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### What are backends?
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@ -38,7 +25,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
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- Optional: multi-viewports support.
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etc.
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This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
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This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
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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 the backends which we are describing here (backends/ folder).
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@ -47,11 +34,24 @@ and the backends which we are describing here (backends/ folder).
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- You should be able to write backends for pretty much any platform and any 3D graphics API.
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e.g. you can get creative and use software rendering or render remotely on a different machine.
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### Standard backends
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### Integrating a backend
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**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in
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your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h.
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See "Getting Started" section of [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for more details.
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- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.<BR>
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e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), SDL2 ([imgui_impl_sdl2.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl2.cpp)), etc.
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- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.<BR>
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e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc.
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- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.<BR>
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e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same.
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An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources.
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For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details.
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**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
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### List of backends
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@ -50,10 +50,11 @@ Breaking changes:
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You should never need those functions! You can do everything in less a confusing manner by only
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using GetCursorScreenPos() and GetContentRegionAvail(). Also always consider that if you are using
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GetWindowPos() and GetCursorPos() you may also be making things unnecessarily complicated.
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I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!!
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- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
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- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x
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- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in weird local coordinates
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I repeat: You can do everything with GetCursorScreenPos() and GetContentRegionAvail()!
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- GetWindowContentRegionMax().x - GetCursorPos().x --> GetContentRegionAvail().x
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- GetWindowContentRegionMax().x + GetWindowPos().x --> GetCursorScreenPos().x + GetContentRegionAvail().x // when called from left edge of window
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- GetContentRegionMax() --> GetContentRegionAvail() + GetCursorScreenPos() - GetWindowPos() // right edge in local coordinates
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- GetWindowContentRegionMax().x - GetWindowContentRegionMin().x --> GetContentRegionAvail() // when called from left edge of window
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- Item flag changes:
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- Obsoleted PushButtonRepeat()/PopButtonRepeat() in favor of using new PushItemFlag()/PopItemFlag()
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with ImGuiItemFlags_ButtonRepeat. Kept inline redirecting functions (will obsolete).
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@ -76,6 +77,8 @@ Other changes:
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- IO: added io.PlatformOpenInShellFn handler to open a link/folder/file in OS shell. (#7660)
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Default to use ShellExecute() under Windows, and system("") under Mac/Linux/etc.
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Added IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS to disable default implementation.
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- IO: added io.ConfigNavSwapGamepadButtons to swap Activate/Cancel (A<>B) buttons, to match tye
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typical "Nintendo/Japanese consoles" button layout when using Gamepad navigation. (#787, #5723)
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- Added PushItemFlag()/PopItemFlags(), ImGuiItemFlags to modify shared item flags:
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- Added ImGuiItemFlags_NoTabStop to disable tabbing through items.
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- Added ImGuiItemFlags_NoNav to disable any navigation and focus of items. (#787)
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@ -144,6 +147,12 @@ Other changes:
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- Multi-Select (advanced)
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- Nav: fixed clicking window decorations (e.g. resize borders) from losing focused item when
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within a child window using ImGuiChildFlags_NavFlattened.
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- InputText: added '\' and '/' as word seperator. (#7824, #7704) [@reduf]
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- TreeNode: added SetNextItemStorageID() to specify/override the identifier used for persisting
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open/close storage. Useful if needing to often read/write from storage without manipulating
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the ID stack. (#7553, #6990, #3823, #1131)
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- Selectable: added ImGuiSelectableFlags_Highlight flag to highlight items independently from
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the hovered state. (#7820) [@rerilier]
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- Clipper: added SeekCursorForItem() function. When using ImGuiListClipper::Begin(INT_MAX) you can
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can use the clipper without knowing the amount of items beforehand. (#1311)
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In this situation, call ImGuiListClipper::SeekCursorForItem(items_count) as the end of your iteration
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@ -151,6 +160,7 @@ Other changes:
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- Groups, Tables: fixed EndGroup() failing to correctly capture current table occupied size. (#7543)
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- TabBar, Style: added style.TabBarOverlineSize / ImGuiStyleVar_TabBarOverlineSize to manipulate
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thickness of the horizontal line over selectable tabs. [@DctrNoob]
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- Misc: added GetID(int) variant for consistency. (#7111)
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- Style: close button and collapse/window-menu button hover highlight made rectangular instead of round.
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- Debug Tools: Added IMGUI_DEBUG_LOG(), ImGui::DebugLog() in public API. (#5855)
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Debug log entries add a imgui frame counter prefix + are redirected to ShowDebugLogWindow() and
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@ -35,46 +35,13 @@ At shutdown:
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call ImGui::DestroyContext()
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```
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Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp) + [backends/imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)):
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Main resource:
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- Read **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** for detailed examples of how to integrate Dear ImGui in an existing application.
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```cpp
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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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// 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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// 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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// Any application code here
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ImGui::Text("Hello, world!");
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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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// Swap
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g_pSwapChain->Present(1, 0);
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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 https://www.dearimgui.com/faq
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Additional resources:
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- Read FAQ at https://www.dearimgui.com/faq
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- Read 'PROGRAMMER GUIDE' section in imgui.cpp.
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- Read the comments and instruction at the top of each file.
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If you are using any of the backends 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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@ -13,7 +13,7 @@ Businesses: support continued development and maintenance via invoiced sponsorin
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<br> _E-mail: contact @ dearimgui dot com_
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<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Funding](https://github.com/ocornut/imgui/wiki/Funding) page.
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| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
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| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Getting Started & Integration](#getting-started--integration) |
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:----------------------------------------------------------: |
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| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - **[Funding & Sponsors](https://github.com/ocornut/imgui/wiki/Funding)** - [Credits](#credits) - [License](#license) |
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| [Wiki](https://github.com/ocornut/imgui/wiki) - [Extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions) - [Languages bindings & frameworks backends](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
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@ -43,7 +43,7 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
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**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
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See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
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See the [Getting Started & Integration](#getting-started--integration) section of this document for more details.
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After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
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```cpp
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@ -114,7 +114,7 @@ You should be able to build the examples from sources. If you don't, let us know
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The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
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### Integration
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### Getting Started & Integration
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See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
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