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# SDLGPU3
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This example is a little different from the others, because `cimgui` doesn't come with bindings for the SDLGPU3 backend out of the box. Instead, this example shows how to generate the necessary bindings during cmake's configure time, then add the compiled library as a target for your application to link to.
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For the generation phase from cmake you need LuaJIT to be present.
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## Building
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From the build directory of your choice:
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`cmake path_to_example_sdlgpu3`
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and after
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`make`
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@@ -6,8 +6,11 @@ set(CMAKE_C_STANDARD 11)
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include(FetchContent)
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FetchContent_Declare(
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sdl3
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URL https://github.com/libsdl-org/SDL/releases/download/release-3.2.8/SDL3-3.2.8.tar.gz
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sdl3
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-3.4.0
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#GIT_SHALLOW TRUE
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GIT_PROGRESS TRUE
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)
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set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
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16
backend_test/example_sdl_renderer3/README.md
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16
backend_test/example_sdl_renderer3/README.md
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# SDLRenderer3
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This example takes from `example_sdlgpu3`. We need to generate bindings for SDLRenderer3 backend because they are not native to `cimgui`. Then you can add the compiled library for linking in your application.
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For the generation phase from cmake you need LuaJIT to be present.
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## Building
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From the build directory of your choice:
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`cmake path_to_example_sdlgpu3`
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Then simply run:
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`make`
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@@ -8,15 +8,16 @@
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#include <cimgui.h>
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#include <cimgui_impl.h>
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#define igGetIO igGetIO_Nil
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int main() {
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// Setup SDL library
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD)) {
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fprintf(stderr, "Failed to init video! %s", SDL_GetError());
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return 1;
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};
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// Setup window and renderer
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float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
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SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
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SDL_Window* window = NULL;
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@@ -29,19 +30,19 @@ int main() {
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SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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SDL_ShowWindow(window);
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// Setup Dear ImGui context
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//IMGUI_CHECKVERSION();
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// Setup Dear ImGui context
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igCreateContext(NULL);
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ImGuiIO* io = igGetIO(); (void)io;
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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_NavEnableKeyboard;
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io->ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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// Setup Dear ImGui style
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igStyleColorsDark(NULL);
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//igStyleColorsLight(NULL);
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// Setup scaling
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ImGuiStyle* style = igGetStyle();
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ImGuiStyle_ScaleAllSizes(style, main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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ImGuiStyle_ScaleAllSizes(style, main_scale);
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style->FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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io->ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io->ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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@@ -49,7 +50,6 @@ int main() {
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// Setup Platform/Renderer backends
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ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer3_Init(renderer);
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// finish loading data
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// Our state
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bool show_demo_window = true;
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@@ -87,7 +87,7 @@ int main() {
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continue;
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}
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// Start the Dear ImGui frame
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// Setup Dear ImGui frame
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SDL_SetRenderDrawColorFloat(renderer, clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer3_NewFrame();
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static float f = 0.0f;
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static int counter = 0;
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igBegin("Hello, world!", NULL, 0); // Create a window called "Hello, world!" and append into it.
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igBegin("Hello, world!", NULL, 0); // Create a window called "Hello, world!" and append into it.
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igText("This is some useful text."); // Display some text (you can use a format strings too)
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igCheckbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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igText("This is some useful text."); // Display some text (you can use a format strings too)
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igCheckbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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igCheckbox("Another Window", &show_another_window);
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igSliderFloat("float", &f, 0.0f, 1.0f, "%.3f", 0); // Edit 1 float using a slider from 0.0f to 1.0f
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igSliderFloat("float", &f, 0.0f, 1.0f, "%.3f", 0); // Edit 1 float using a slider from 0.0f to 1.0f
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igColorEdit4("clear color", (float*)&clear_color, 0); // Edit 3 floats representing a color
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ImVec2 buttonSize;
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buttonSize.x = 0;
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buttonSize.y = 0;
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if (igButton("Button", buttonSize)) // Buttons return true when clicked (most widgets return true when edited/activated)
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if (igButton("Button", buttonSize)) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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igSameLine(0.0f, -1.0f);
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igText("counter = %d", counter);
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