diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index e51b320..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL3_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index e51b320..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL3_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index 9d54976..6c4ef33 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -625,6 +625,10 @@
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -668,7 +672,7 @@
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
}
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -694,14 +698,16 @@
ImGui_ImplGlfwVulkan_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -713,18 +719,14 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
- g_ClearValue.color.float32[0] = clear_color.x;
- g_ClearValue.color.float32[1] = clear_color.y;
- g_ClearValue.color.float32[2] = clear_color.z;
- g_ClearValue.color.float32[3] = clear_color.w;
-
+ memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index e51b320..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL3_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index 9d54976..6c4ef33 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -625,6 +625,10 @@
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -668,7 +672,7 @@
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
}
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -694,14 +698,16 @@
ImGui_ImplGlfwVulkan_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -713,18 +719,14 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
- g_ClearValue.color.float32[0] = clear_color.x;
- g_ClearValue.color.float32[1] = clear_color.y;
- g_ClearValue.color.float32[2] = clear_color.z;
- g_ClearValue.color.float32[3] = clear_color.w;
-
+ memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
diff --git a/imconfig.h b/imconfig.h
index 85eff5f..824a81a 100644
--- a/imconfig.h
+++ b/imconfig.h
@@ -23,9 +23,9 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
-//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
-//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
-//#define IMGUI_DISABLE_TEST_WINDOWS
+//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
+//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why.
+//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index e51b320..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL3_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index 9d54976..6c4ef33 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -625,6 +625,10 @@
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -668,7 +672,7 @@
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
}
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -694,14 +698,16 @@
ImGui_ImplGlfwVulkan_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -713,18 +719,14 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
- g_ClearValue.color.float32[0] = clear_color.x;
- g_ClearValue.color.float32[1] = clear_color.y;
- g_ClearValue.color.float32[2] = clear_color.z;
- g_ClearValue.color.float32[3] = clear_color.w;
-
+ memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
diff --git a/imconfig.h b/imconfig.h
index 85eff5f..824a81a 100644
--- a/imconfig.h
+++ b/imconfig.h
@@ -23,9 +23,9 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
-//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
-//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
-//#define IMGUI_DISABLE_TEST_WINDOWS
+//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
+//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why.
+//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
diff --git a/imgui.cpp b/imgui.cpp
index 6db14ae..18258a6 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4,14 +4,14 @@
// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
// ** Grep for FIXME-NAVIGATION
-// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// This library is free but I need your support to sustain development and maintenance.
-// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
+// If you work for a company, please consider financial support, see Readme. For individuals: https://www.patreon.com/imgui
/*
@@ -91,7 +91,7 @@
- Read the FAQ below this section!
- Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention
on your side, no state duplication, less sync, less bugs.
- - Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
@@ -249,8 +249,9 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- - 2017/12/21 (1.53) - renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
- - 2017/12/21 (1.53) - removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
@@ -612,7 +613,7 @@
- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders).
- - tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui!
+ - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
*/
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index e51b320..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL3_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index 9d54976..6c4ef33 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -625,6 +625,10 @@
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -668,7 +672,7 @@
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
}
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -694,14 +698,16 @@
ImGui_ImplGlfwVulkan_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -713,18 +719,14 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
- g_ClearValue.color.float32[0] = clear_color.x;
- g_ClearValue.color.float32[1] = clear_color.y;
- g_ClearValue.color.float32[2] = clear_color.z;
- g_ClearValue.color.float32[3] = clear_color.w;
-
+ memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
diff --git a/imconfig.h b/imconfig.h
index 85eff5f..824a81a 100644
--- a/imconfig.h
+++ b/imconfig.h
@@ -23,9 +23,9 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
-//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
-//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
-//#define IMGUI_DISABLE_TEST_WINDOWS
+//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
+//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why.
+//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
diff --git a/imgui.cpp b/imgui.cpp
index 6db14ae..18258a6 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4,14 +4,14 @@
// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
// ** Grep for FIXME-NAVIGATION
-// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// This library is free but I need your support to sustain development and maintenance.
-// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
+// If you work for a company, please consider financial support, see Readme. For individuals: https://www.patreon.com/imgui
/*
@@ -91,7 +91,7 @@
- Read the FAQ below this section!
- Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention
on your side, no state duplication, less sync, less bugs.
- - Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
@@ -249,8 +249,9 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- - 2017/12/21 (1.53) - renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
- - 2017/12/21 (1.53) - removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
@@ -612,7 +613,7 @@
- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders).
- - tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui!
+ - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
*/
diff --git a/imgui.h b/imgui.h
index cb7767d..1e0ada6 100644
--- a/imgui.h
+++ b/imgui.h
@@ -2,7 +2,7 @@
// (headers)
// See imgui.cpp file for documentation.
-// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
@@ -138,7 +138,7 @@
IMGUI_API void Shutdown();
// Demo, Debug, Informations
- IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+ IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label);
@@ -1028,6 +1028,7 @@
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
+ static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETE 1.53+
static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETE 1.53+
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETE 1.53+
static inline void SetNextWindowContentWidth(float width) { SetNextWindowContentSize(ImVec2(width, 0.0f)); } // OBSOLETE 1.53+ (nb: original version preserved last Y value set by SetNextWindowContentSize())
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index e51b320..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL3_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index 9d54976..6c4ef33 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -625,6 +625,10 @@
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -668,7 +672,7 @@
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
}
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -694,14 +698,16 @@
ImGui_ImplGlfwVulkan_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -713,18 +719,14 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
- g_ClearValue.color.float32[0] = clear_color.x;
- g_ClearValue.color.float32[1] = clear_color.y;
- g_ClearValue.color.float32[2] = clear_color.z;
- g_ClearValue.color.float32[3] = clear_color.w;
-
+ memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
diff --git a/imconfig.h b/imconfig.h
index 85eff5f..824a81a 100644
--- a/imconfig.h
+++ b/imconfig.h
@@ -23,9 +23,9 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
-//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
-//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
-//#define IMGUI_DISABLE_TEST_WINDOWS
+//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
+//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why.
+//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
diff --git a/imgui.cpp b/imgui.cpp
index 6db14ae..18258a6 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4,14 +4,14 @@
// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
// ** Grep for FIXME-NAVIGATION
-// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// This library is free but I need your support to sustain development and maintenance.
-// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
+// If you work for a company, please consider financial support, see Readme. For individuals: https://www.patreon.com/imgui
/*
@@ -91,7 +91,7 @@
- Read the FAQ below this section!
- Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention
on your side, no state duplication, less sync, less bugs.
- - Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
@@ -249,8 +249,9 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- - 2017/12/21 (1.53) - renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
- - 2017/12/21 (1.53) - removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
@@ -612,7 +613,7 @@
- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders).
- - tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui!
+ - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
*/
diff --git a/imgui.h b/imgui.h
index cb7767d..1e0ada6 100644
--- a/imgui.h
+++ b/imgui.h
@@ -2,7 +2,7 @@
// (headers)
// See imgui.cpp file for documentation.
-// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
@@ -138,7 +138,7 @@
IMGUI_API void Shutdown();
// Demo, Debug, Informations
- IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+ IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label);
@@ -1028,6 +1028,7 @@
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
+ static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETE 1.53+
static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETE 1.53+
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETE 1.53+
static inline void SetNextWindowContentWidth(float width) { SetNextWindowContentSize(ImVec2(width, 0.0f)); } // OBSOLETE 1.53+ (nb: original version preserved last Y value set by SetNextWindowContentSize())
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index fc017e7..c1aeef6 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -3,20 +3,20 @@
// Message to the person tempted to delete this file when integrating ImGui into their code base:
// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
-// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow().
-// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
+// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
+// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.
-// Note that you can #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h for the same effect.
-// If you want to link core ImGui in your public builds but not those test windows, #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h and those functions will be empty.
-// For any other case, if you have ImGui available you probably want this to be available for reference and execution.
+// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect.
+// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty.
+// In other situation, when you have ImGui available you probably want this to be available for reference and execution.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
-// Message to beginner C/C++ programmer about the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
-// We do this as a way to gather code and data in the same place, make the demo code faster to read, faster to write, and smaller. A static variable persist across calls,
-// so it is essentially like a global variable but declared inside the scope of the function.
+// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
+// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
+// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
-// This may be a pattern you want to use in your code (simple is beautiful!), but most of the real data you would be editing is likely to be stored outside your function.
+// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
@@ -52,25 +52,28 @@
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#if (__GNUC__ >= 6)
-#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on github.
+#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
#endif
-// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
+// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#else
#define IM_NEWLINE "\n"
#endif
-#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
//-----------------------------------------------------------------------------
// DEMO CODE
//-----------------------------------------------------------------------------
-#ifndef IMGUI_DISABLE_TEST_WINDOWS
+#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO
+#define IMGUI_DISABLE_DEMO_WINDOWS
+#endif
+
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
@@ -121,7 +124,7 @@
}
// Demonstrate most ImGui features (big function!)
-void ImGui::ShowTestWindow(bool* p_open)
+void ImGui::ShowDemoWindow(bool* p_open)
{
// Examples apps
static bool show_app_main_menu_bar = false;
@@ -233,7 +236,7 @@
ImGui::Spacing();
if (ImGui::CollapsingHeader("Help"))
{
- ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
+ ImGui::TextWrapped("This window is being created by the ShowDemoWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
ImGui::Text("USER GUIDE:");
ImGui::ShowUserGuide();
}
@@ -1949,6 +1952,8 @@
ImGui::End();
}
+// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
+// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
bool ImGui::ShowStyleSelector(const char* label)
{
static int style_idx = 0;
@@ -1965,6 +1970,8 @@
return false;
}
+// Demo helper function to select among loaded fonts.
+// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
void ImGui::ShowFontSelector(const char* label)
{
ImGuiIO& io = ImGui::GetIO();
@@ -3078,7 +3085,7 @@
// End of Demo code
#else
-void ImGui::ShowTestWindow(bool*) {}
+void ImGui::ShowDemoWindow(bool*) {}
void ImGui::ShowUserGuide() {}
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
diff --git a/README.md b/README.md
index 29fcab1..6ababf5 100644
--- a/README.md
+++ b/README.md
@@ -140,7 +140,7 @@
Where is the documentation?
- The documentation is at the top of imgui.cpp + effectively imgui.h.
-- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
+- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp
index 4eb9a4a..3c9c977 100644
--- a/examples/allegro5_example/main.cpp
+++ b/examples/allegro5_example/main.cpp
@@ -25,6 +25,10 @@
// Setup ImGui binding
ImGui_ImplA5_Init(display);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -41,7 +45,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -69,15 +73,17 @@
ImGui_ImplA5_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
@@ -88,11 +94,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp
index fff26ee..c81f273 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.cpp
+++ b/examples/apple_example/imguiex-ios/debug_hud.cpp
@@ -9,7 +9,7 @@
void DebugHUD_InitDefaults( DebugHUD *hud )
{
- hud->show_test_window = true;
+ hud->show_demo_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
@@ -26,10 +26,10 @@
void DebugHUD_DoInterface(DebugHUD *hud)
{
- if (hud->show_test_window)
+ if (hud->show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&hud->show_test_window );
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&hud->show_demo_window );
}
if (hud->show_example_window)
diff --git a/examples/apple_example/imguiex-ios/debug_hud.h b/examples/apple_example/imguiex-ios/debug_hud.h
index 17122f5..601376c 100644
--- a/examples/apple_example/imguiex-ios/debug_hud.h
+++ b/examples/apple_example/imguiex-ios/debug_hud.h
@@ -6,7 +6,7 @@
typedef struct DebugHUD
{
- bool show_test_window;
+ bool show_demo_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 3ece69f..ecfc156 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -125,6 +125,10 @@
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -141,7 +145,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -163,14 +167,16 @@
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -182,11 +188,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 9bd8637..d7eb1df 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -128,6 +128,10 @@
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -144,7 +148,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -166,14 +170,16 @@
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -185,11 +191,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index af53ddb..09a109d 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -77,6 +77,10 @@
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -93,7 +97,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -117,14 +121,16 @@
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -136,11 +142,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp
index f87b3bc..2b5edb7 100644
--- a/examples/marmalade_example/main.cpp
+++ b/examples/marmalade_example/main.cpp
@@ -17,6 +17,10 @@
// Setup ImGui binding
ImGui_Marmalade_Init(true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -33,33 +37,35 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (true)
{
- if (s3eDeviceCheckQuitRequest())
- break;
+ if (s3eDeviceCheckQuitRequest())
+ break;
- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
- s3eKeyboardUpdate();
- s3ePointerUpdate();
- ImGui_Marmalade_NewFrame();
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ s3eKeyboardUpdate();
+ s3ePointerUpdate();
+ ImGui_Marmalade_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -71,15 +77,15 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
- IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
+ IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
diff --git a/examples/null_example/main.cpp b/examples/null_example/main.cpp
index b12f75c..04c1bda 100644
--- a/examples/null_example/main.cpp
+++ b/examples/null_example/main.cpp
@@ -22,7 +22,7 @@
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
- ImGui::ShowTestWindow(NULL);
+ ImGui::ShowDemoWindow(NULL);
ImGui::Render();
}
diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp
index ed8f1a7..ef098e5 100644
--- a/examples/opengl2_example/main.cpp
+++ b/examples/opengl2_example/main.cpp
@@ -29,6 +29,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL2_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -45,7 +49,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -60,14 +64,16 @@
ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -79,11 +85,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp
index 062843d..9e9a3fb 100644
--- a/examples/opengl3_example/main.cpp
+++ b/examples/opengl3_example/main.cpp
@@ -34,6 +34,10 @@
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -50,7 +54,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -65,14 +69,16 @@
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -84,11 +90,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp
index 77241a5..1396fcc 100644
--- a/examples/sdl_opengl2_example/main.cpp
+++ b/examples/sdl_opengl2_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL2_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp
index e51b320..7ee6038 100644
--- a/examples/sdl_opengl3_example/main.cpp
+++ b/examples/sdl_opengl3_example/main.cpp
@@ -35,6 +35,10 @@
// Setup ImGui binding
ImGui_ImplSdlGL3_Init(window);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -51,7 +55,7 @@
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -73,14 +77,16 @@
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -92,11 +98,11 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp
index 9d54976..6c4ef33 100644
--- a/examples/vulkan_example/main.cpp
+++ b/examples/vulkan_example/main.cpp
@@ -625,6 +625,10 @@
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
+ // Setup style
+ ImGui::StyleColorsClassic();
+ //ImGui::StyleColorsDark();
+
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
@@ -668,7 +672,7 @@
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
}
- bool show_test_window = true;
+ bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@@ -694,14 +698,16 @@
ImGui_ImplGlfwVulkan_NewFrame();
// 1. Show a simple window.
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
+ if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
+ show_demo_window ^= 1;
+ if (ImGui::Button("Another Window"))
+ show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
@@ -713,18 +719,14 @@
ImGui::End();
}
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
- if (show_test_window)
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
+ if (show_demo_window)
{
- ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
- ImGui::ShowTestWindow(&show_test_window);
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
}
- g_ClearValue.color.float32[0] = clear_color.x;
- g_ClearValue.color.float32[1] = clear_color.y;
- g_ClearValue.color.float32[2] = clear_color.z;
- g_ClearValue.color.float32[3] = clear_color.w;
-
+ memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
diff --git a/imconfig.h b/imconfig.h
index 85eff5f..824a81a 100644
--- a/imconfig.h
+++ b/imconfig.h
@@ -23,9 +23,9 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
-//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
-//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
-//#define IMGUI_DISABLE_TEST_WINDOWS
+//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
+//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why.
+//#define IMGUI_DISABLE_DEMO_WINDOWS
//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
diff --git a/imgui.cpp b/imgui.cpp
index 6db14ae..18258a6 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -4,14 +4,14 @@
// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
// ** Grep for FIXME-NAVIGATION
-// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
// This library is free but I need your support to sustain development and maintenance.
-// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
+// If you work for a company, please consider financial support, see Readme. For individuals: https://www.patreon.com/imgui
/*
@@ -91,7 +91,7 @@
- Read the FAQ below this section!
- Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention
on your side, no state duplication, less sync, less bugs.
- - Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
@@ -249,8 +249,9 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- - 2017/12/21 (1.53) - renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
- - 2017/12/21 (1.53) - removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags.
+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
@@ -612,7 +613,7 @@
- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders).
- - tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui!
+ - tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
*/
diff --git a/imgui.h b/imgui.h
index cb7767d..1e0ada6 100644
--- a/imgui.h
+++ b/imgui.h
@@ -2,7 +2,7 @@
// (headers)
// See imgui.cpp file for documentation.
-// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
+// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
@@ -138,7 +138,7 @@
IMGUI_API void Shutdown();
// Demo, Debug, Informations
- IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+ IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label);
@@ -1028,6 +1028,7 @@
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
+ static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETE 1.53+
static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETE 1.53+
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETE 1.53+
static inline void SetNextWindowContentWidth(float width) { SetNextWindowContentSize(ImVec2(width, 0.0f)); } // OBSOLETE 1.53+ (nb: original version preserved last Y value set by SetNextWindowContentSize())
diff --git a/imgui_demo.cpp b/imgui_demo.cpp
index fc017e7..c1aeef6 100644
--- a/imgui_demo.cpp
+++ b/imgui_demo.cpp
@@ -3,20 +3,20 @@
// Message to the person tempted to delete this file when integrating ImGui into their code base:
// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
-// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow().
-// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
+// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
+// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.
-// Note that you can #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h for the same effect.
-// If you want to link core ImGui in your public builds but not those test windows, #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h and those functions will be empty.
-// For any other case, if you have ImGui available you probably want this to be available for reference and execution.
+// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect.
+// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty.
+// In other situation, when you have ImGui available you probably want this to be available for reference and execution.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
-// Message to beginner C/C++ programmer about the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
-// We do this as a way to gather code and data in the same place, make the demo code faster to read, faster to write, and smaller. A static variable persist across calls,
-// so it is essentially like a global variable but declared inside the scope of the function.
+// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
+// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
+// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
-// This may be a pattern you want to use in your code (simple is beautiful!), but most of the real data you would be editing is likely to be stored outside your function.
+// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
@@ -52,25 +52,28 @@
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#if (__GNUC__ >= 6)
-#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on github.
+#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
#endif
-// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
+// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#else
#define IM_NEWLINE "\n"
#endif
-#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
//-----------------------------------------------------------------------------
// DEMO CODE
//-----------------------------------------------------------------------------
-#ifndef IMGUI_DISABLE_TEST_WINDOWS
+#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO
+#define IMGUI_DISABLE_DEMO_WINDOWS
+#endif
+
+#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
@@ -121,7 +124,7 @@
}
// Demonstrate most ImGui features (big function!)
-void ImGui::ShowTestWindow(bool* p_open)
+void ImGui::ShowDemoWindow(bool* p_open)
{
// Examples apps
static bool show_app_main_menu_bar = false;
@@ -233,7 +236,7 @@
ImGui::Spacing();
if (ImGui::CollapsingHeader("Help"))
{
- ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
+ ImGui::TextWrapped("This window is being created by the ShowDemoWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
ImGui::Text("USER GUIDE:");
ImGui::ShowUserGuide();
}
@@ -1949,6 +1952,8 @@
ImGui::End();
}
+// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
+// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
bool ImGui::ShowStyleSelector(const char* label)
{
static int style_idx = 0;
@@ -1965,6 +1970,8 @@
return false;
}
+// Demo helper function to select among loaded fonts.
+// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
void ImGui::ShowFontSelector(const char* label)
{
ImGuiIO& io = ImGui::GetIO();
@@ -3078,7 +3085,7 @@
// End of Demo code
#else
-void ImGui::ShowTestWindow(bool*) {}
+void ImGui::ShowDemoWindow(bool*) {}
void ImGui::ShowUserGuide() {}
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index be824b6..442db40 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -229,6 +229,7 @@
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.12f);
}
+// Those light colors are better suited with a thicker font than the default one + FrameBorder
void ImGui::StyleColorsLight(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();