Updated Quickstart (markdown)
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@ -57,12 +57,12 @@ Add to start of main loop:
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ImGui_ImplDX11_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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ImGui::ShowDemoWindow(); // Show demo window :)
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ImGui::ShowDemoWindow(); // Show demo window! :)
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```
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Add to end of main loop:
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```cpp
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// Rendering
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// (Your code clears your framebuffer, renders your stuff etc.)
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// (Your code clears your framebuffer, renders your other stuff etc.)
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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// (Your code calls swapchain's Present() function)
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@ -114,12 +114,12 @@ Add to start of main loop:
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::ShowDemoWindow(); // Show demo window :)
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ImGui::ShowDemoWindow(); // Show demo window! :)
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```
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Add to end of main loop:
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```cpp
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// Rendering
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// (Your code clears your framebuffer, renders your stuff etc.)
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// (Your code clears your framebuffer, renders your other stuff etc.)
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// (Your code calls glfwSwapBuffers() etc.)
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@ -132,6 +132,56 @@ ImGui::DestroyContext();
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```
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That should be all!
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## Example: If you are using GLFW + Metal (Apple)
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Full standalone example: [example_glfw_apple/main.mm](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_apple/main.mm)
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Add to Includes:
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```cpp
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_metal.h"
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```
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Add to Initialization:
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```cpp
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // IF using Docking Branch
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOpenGL(YOUR_WINDOW, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
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ImGui_ImplMetal_Init(YOUR_METAL_DEVICE);
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```
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Add to start of main loop:
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```cpp
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// (Your code calls glfwPollEvents())
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// ...
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// Start the Dear ImGui frame
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ImGui_ImplMetal_NewFrame(YOUR_RENDER_PASS_DESCRIPTOR);
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::ShowDemoWindow(); // Show demo window! :)
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```
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Add to end of main loop:
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```cpp
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// Rendering
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// (Your code clears your framebuffer, renders your other stuff etc.)
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), YOUR_METAL_COMMAND_BUFFER, YOUR_METAL_RENDER_ENCODER);
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// (Your code calls endEncoding, presentDrawable, commit etc.)
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```
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Add to Shutdown:
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```cpp
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ImGui_ImplMetal_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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```
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That should be all!
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## Example: If you are using SDL2 + OpenGL/WebGL
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Full standalone example: [example_sdl2_opengl3/main.cpp](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_opengl3/main.cpp)
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@ -166,12 +216,12 @@ ImGui_ImplSDL2_ProcessEvent(&event); // Forward your event to backend
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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ImGui::ShowDemoWindow(); // Show demo window :)
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ImGui::ShowDemoWindow(); // Show demo window! :)
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```
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Add to end of main loop:
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```cpp
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// Rendering
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// (Your code clears your framebuffer, renders your stuff etc.)
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// (Your code clears your framebuffer, renders your other stuff etc.)
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// (Your code calls SDL_GL_SwapWindow() etc.)
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