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dear imgui, v1.80 WIP |
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Backends |
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(See docs/ and examples/ for more documentation) |
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This 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. |
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- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing. |
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e.g. Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc. |
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- The 'Renderer' backends are in charge of: creating atlas texture, rendering imgui draw data. |
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e.g. DirectX11 (imgui_impl_dx11.cpp), OpenGL/WebGL (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc. |
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- For some high-level frameworks, a single backend usually handle both 'Platform' and 'Renderer' parts. |
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e.g. Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp). |
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An application usually combines 1 Platform backend + 1 Renderer backend + main ImGui sources. |
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For example, the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. |
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See examples/README.txt for details. |
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WHAT ARE BACKENDS? |
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Dear ImGui is highly portable and only requires a few things to run and render, typically: |
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- Required: providing mouse/keyboard inputs. |
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- Required: uploading the font atlas texture into graphics memory. |
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- Required: rendering indexed textured triangles with a clipping rectangle. |
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Extra features are opt-in, our backends try to support as many as possible: |
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- Optional: custom texture binding support. |
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- Optional: clipboard support. |
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- Optional: gamepad support. |
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- Optional: mouse cursor shape support. |
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- Optional: IME support. |
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- Optional: multi-viewports support. |
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etc. |
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This is essentially what the backends in this folder are providing + obligatory portability cruft. |
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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 backends which we are describing here (backends/ folder). |
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- Some issues may only be backend or platform specific. |
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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. get creative and have your backend perform rendering remotely, on a different machine |
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than the one running Dear ImGui, etc. |
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USING A CUSTOM ENGINE? |
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You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities... |
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Think twice! |
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If you are new to Dear ImGui, first try using the existing backends as-is. |
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You will save lots of time integrating the library. |
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You can LATER decide to rewrite yourself a custom backend if you really need to. |
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In most situations, custom backends have less features and more bugs than the standard backends we provide. |
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If you want portability, you can use multiple backends and choose between them either at compile time |
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or at runtime. |
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Example A: your engine is built over Windows + DirectX11 but you have your own high-level rendering |
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system layered over DirectX11. |
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- Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. |
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Once it works, if you really need it you can replace the imgui_impl_dx11.cpp code with a |
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custom renderer using your own rendering functions, and keep using the standard Win32 code etc. |
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Example B: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, Vulkan respectively. |
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- Suggestion: use multiple generic backends! |
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Once it works, if you really need it you can replace parts of backends with your own abstractions. |
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Example C: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch), |
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and you have high-level systems everywhere. |
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- Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get |
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your desktop builds working first. This will get you running faster and get your acquainted with |
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how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API. |
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Also: |
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The multi-viewports feature of the 'docking' branch allows Dear ImGui windows to be seamlessly detached |
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from the main application window. This is achieved using an extra layer to the Platform and Renderer |
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backends, which allows Dear ImGui to communicate platform-specific requests. |
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Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult |
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than supporting single-viewport. |
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If you decide to use unmodified imgui_impl_xxxx.cpp files, you can automatically benefit from |
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improvements and fixes related to viewports and platform windows without extra work on your side. |
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LIST OF BACKENDS |
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List of Platforms Backends in this repository: |
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imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ |
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imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) |
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imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org |
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imgui_impl_win32.cpp ; Win32 native API (Windows) |
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imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!) |
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List of Renderer Backends in this repository: |
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imgui_impl_dx9.cpp ; DirectX9 |
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imgui_impl_dx10.cpp ; DirectX10 |
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imgui_impl_dx11.cpp ; DirectX11 |
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imgui_impl_dx12.cpp ; DirectX12 |
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imgui_impl_metal.mm ; Metal (with ObjC) |
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context) |
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) |
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imgui_impl_vulkan.cpp ; Vulkan |
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Emscripten is also supported. |
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The example_emscripten/ app uses imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp, but other combos are possible. |
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List of high-level Frameworks Backends in this repository: (combine Platform + Renderer) |
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imgui_impl_allegro5.cpp |
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imgui_impl_marmalade.cpp |
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Backends for third-party frameworks, graphics API or other programming languages: |
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https://github.com/ocornut/imgui/wiki/Bindings |
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(AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, |
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GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, |
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Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol, |
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Unreal Engine 4, vtk, Win32 GDI, etc.) |
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RECOMMENDED BACKENDS |
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Recommended platform/frameworks for portable applications: |
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Library: GLFW |
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Webpage: https://github.com/glfw/glfw |
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Backend: imgui_impl_glfw.cpp |
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Library: SDL2 |
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Webpage: https://www.libsdl.org |
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Backend: imgui_impl_sdl.cpp |
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Library: Sokol (lower-level than GLFW/SDL) |
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Webpage: https://github.com/floooh/sokol |
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Backend: Use util/sokol_imgui.h in Sokol repository. |
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