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10 changed files with 220 additions and 200 deletions
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@ -68,6 +68,7 @@ Other changes:
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- Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) [@moritz-h]
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- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
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- Misc: Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
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- Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
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- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
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to leak on on X11 (#8256). [@Helodity]
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- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]
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@ -139,8 +139,8 @@ This support building with Emscripten and targeting WebGL.<BR>
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Prefer using that if you are using modern GL or WebGL in your application.
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[example_sdl2_sdlrenderer2/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_sdlrenderer2/) <BR>
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SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 (most graphics backends are supported underneath) <BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer.cpp <BR>
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SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
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= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
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This requires SDL 2.0.18+ (released November 2021) <BR>
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[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
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@ -149,6 +149,26 @@ SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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This is quite long and tedious, because: Vulkan. <BR>
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For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
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[example_sdl3_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_opengl3/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_opengl3.cpp <BR>
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This uses more modern GL calls and custom shaders. <BR>
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This support building with Emscripten and targeting WebGL.<BR>
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[example_sdl3_sdlgpu3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlgpu3/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
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[example_sdl3_sdlrenderer3/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_sdlrenderer3/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
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[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
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SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
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= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
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This is quite long and tedious, because: Vulkan. <BR>
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For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
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[example_win32_directx9/](https://github.com/ocornut/imgui/blob/master/examples/example_win32_directx9/) <BR>
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DirectX9 example, Windows only. <BR>
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= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
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@ -123,7 +123,7 @@ On most platforms and when using C++, **you should be able to use a combination
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Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
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Officially maintained backends/bindings (in repository):
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
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- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_GPU, SDL_Renderer2/3, Vulkan, WebGPU.
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- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
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- Frameworks: Allegro5, Emscripten.
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