Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
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marmalade_example Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). Effectively fix resizing in DX examples. ago%!(EXTRA string=10 years)
opengl3_example Examples: OpenGL: Tentative fix for miscaled call to glViewport on high-DPI screens (#441) ago%!(EXTRA string=10 years)
opengl_example Examples: OpenGL: Tentative fix for miscaled call to glViewport on high-DPI screens (#441) ago%!(EXTRA string=10 years)
sdl_opengl3_example Examples: OpenGL: Tentative fix for miscaled call to glViewport on high-DPI screens (#441) ago%!(EXTRA string=10 years)
sdl_opengl_example Examples: OpenGL: Tentative fix for miscaled call to glViewport on high-DPI screens (#441) ago%!(EXTRA string=10 years)
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imgui_examples_msvc2010.sln Ported d3d11 renderer to d3d10 ago%!(EXTRA string=10 years)

README.txt

Those are standalone ready-to-build applications to demonstrate ImGui.
Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries

TL;DR;
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- Refer to 'opengl_example' to understand how the library is setup, it is the simplest one.
The other examples requires more boilerplate and are harder to read.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified.
- If you have your own engine, you probably want to start from 'opengl_example' and adapt it to
your engine, but you can read the other examples as well.

ImGui is highly portable and only requires a few things to run:
- Providing mouse/keyboard inputs
- Load the font atlas texture into graphics memory
- Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
So this is essentially what those examples are doing + the obligatory cruft for portability.

Unfortunately in 2015 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.

opengl_example/
OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications.
Prefer following this example to learn how ImGui works!
(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
by calling "glUseProgram(0)" before ImGui::Render.)

opengl3_example/
OpenGL example, using GLFW/GL3W + programmable pipeline.
This uses more modern OpenGL calls and custom shaders. It's more messy.

directx9_example/
DirectX9 example, Windows only.

directx10_example/
DirectX10 example, Windows only.
This is quite long and tedious, because: DirectX10.

directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.

ios_example/
iOS example.
Using Synergy to access keyboard/mouse data from server computer.
Synergy keyboard integration is rather hacky.

sdl_opengl_example/
SDL2 + OpenGL example.

sdl_opengl_example/
SDL2 + OpenGL3 example.

allegro5_example/
Allegro 5 example.

marmalade_example/
Marmalade example using IwGx