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Rename example_emscripten/ to example_emscripten_opengl3/ (#3632)
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@@ -2,7 +2,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMP
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## Dear ImGui: Examples
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**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
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**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder 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/](https://github.com/ocornut/imgui/blob/master/backends) folder.
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You can find Windows binaries for some of those example applications at:
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@@ -13,7 +13,7 @@ You can find Windows binaries for some of those example applications at:
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Integration in a typical existing application, should take <20 lines when using standard backends.
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At initialization:
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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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@@ -35,11 +35,11 @@ Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/
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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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@@ -47,10 +47,10 @@ Example (using [backends/imgui_impl_win32.cpp](https://github.com/ocornut/imgui/
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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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@@ -68,7 +68,7 @@ Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui
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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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If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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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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@@ -82,8 +82,8 @@ Allegro 5 example. <BR>
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[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
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OSX & iOS + Metal example. <BR>
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= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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[example_apple_opengl2/](https://github.com/ocornut/imgui/blob/master/examples/example_apple_opengl2/) <BR>
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@@ -92,7 +92,7 @@ OSX + OpenGL2 example. <BR>
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(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms backends.
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You may prefer to use the GLFW Or SDL backends, which will also support Windows and Linux.)
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[example_emscripten/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten/) <BR>
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[example_emscripten_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_opengl3/) <BR>
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Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp <BR>
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Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
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@@ -220,7 +220,7 @@ to the right spot at the time of EndFrame()/Render(). At 60 FPS your experience
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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 rendered 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
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but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane
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as 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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